i
How to Be a
God
A Guide for Would-Be
Deities
Richard. A. Bartle
ii
First published in Great Britain by NotByUs, 2022
Orchard House, Queens Road,
West Bergholt, Essex. CO6 3HE
http://www.notbyus.com
This edition copyright © 2022 by Richard A. Bartle.
The right of Richard A. Bartle to be identified as
author of this Work has been asserted in
accordance with the Copyrights, Designs and
Patents Act, 1988.
ISBN 978-0-9556494-9-3
All rights reserved.
iii
To gods-who-are and gods-to-be.
iv
Contents
Virtual Worlds as Virtual Worlds .................... 5
1. REALITIES AND GODS ............................................ 6
Definitions................................................................... 7
History ...................................................................... 20
Unrealities ................................................................ 35
The Central Conceit .............................................. 46
2. CONTENT TO CODE .............................................. 52
Dramatis Personae .................................................. 54
Software .................................................................... 62
Engines ...................................................................... 69
Content ..................................................................... 75
Resets ......................................................................... 84
Real Content ............................................................ 92
Replications ........................................................... 105
Reboots .................................................................... 120
Virtual Worlds as Realities .............................133
3. REALISING DREAMS ............................................ 134
Making it Real ........................................................135
v
Origins of Reality .................................................. 147
Origins of Sub-Realities ...................................... 154
Realities Determined ........................................... 157
Getting Personal ...................................................168
Self-Modifying Systems ..................................... 183
Granularity ............................................................. 195
Simples.................................................................... 208
4. EXISTENCE .............................................................. 218
Ontology .................................................................. 219
Representing and Absenting ........................... 228
Copying................................................................... 237
It’s All Relative ...................................................... 242
Coincidence ........................................................... 248
Perspective ............................................................ 252
5. IMMERSION ............................................................ 257
Our Own Image.................................................... 259
The Fiction .............................................................. 271
Realisticness .......................................................... 285
Physics and Causality ........................................ 294
Realities as Realities ........................................ 309
6. SAPIENCE ................................................................. 310
Mobiles ..................................................................... 311
The Bots Among Us ............................................ 327
vi
Freeish Will ............................................................ 334
Theory of Mind ..................................................... 343
Speculation ............................................................ 356
Keeping Up Appearances .................................. 364
7. MORALITY ............................................................... 376
Changing People .................................................. 378
Mortality ................................................................. 385
The Soul of an NPC .............................................. 398
Being Moral Beings ............................................. 414
Religious Places .................................................... 438
Creation Destruction ..........................................449
Realities as Virtual Worlds ............................ 457
8. CONNECTIONS ...................................................... 458
Consequent Realities ......................................... 460
Gods and Governments .....................................469
9. POINT OF YOU ...................................................... 480
Motivation ..............................................................482
A Lens ...................................................................... 507
Answers and Unanswers ...................................520
Well How About That ..........................................531
Reflections .............................................................. 538
vii
Acknowledgements
This book would not be as it is without the input
of:
My daughter, Jennifer Bartle, who told me
bluntly that the entire text needed to be
completely restructured.
Veteran game designer Eric Goldberg, who
concurred with Jenny but was less blunt about it.
Computer Scientist Pat Parslow, who found
multiple bugs both in my text and in my
arguments.
Game designer Zoë OShea, who demanded
more diagrams and got more diagrams.
Philosopher Hazel Speed, who survived the first
draft all the way to the end.
My student Rachel Lowe, who suggested that I
drop the words “to conduct” from the subtitle.
The dozens of people who pronounced on early
ideas for the cover. Without their comments, you
would never have even looked at this book.
My wife, Gail Bartle, who could have stopped
me but didn’t.
Prologue
1
Prologue
This is a book about philosophy, theology and
computer games.
I myself am a computer game designer. In
common with all other computer game designers, I
am an expert in neither philosophy nor theology.
That said, the number of philosophers and
theologians who are able to claim they’re experts
in computer game design can be counted on the
fingers of no hands, too. This lack of intersection
isn’t perhaps surprising, because what could one
group possibly have to say that would be of any
interest to the other?
Well, that’s what I aim to set out in the coming
chapters.
The kind of game I specialise in is the virtual
world. Also known as Massively-Multiplayer Online
Role-Playing Games (MMORPGs for short) (MMOs
for shorter), virtual worlds are among the largest
and most expensive games yet created. World of
Warcraft is probably the best-known of them, but
there are thousands of such games around,
boasting hundreds of millions of players
worldwide. They’re basically pocket universes
How to Be a God
2
pocket realities cut off from the world we live in
precisely because their players want to be cut off
from the world we live in every once in a while
1
.
The folks who design and build virtual worlds
are often referred to as the godsof those games,
and for good reason: MMO designers entirely
control the functionality of the realities they
construct. That’s exactly what makes a god a god:
absolute control over a reality. Philosophers and
theologians debate in depth the nature of the
reality in which we live, but they’ve never had
cause to design and implement a reality
themselves. MMO designers have. They can
profess actual experience of being gods, and of
making those decisions that only gods typically
have to make. This puts them in a position to help
answer some of the questions that have been
bothering students of Metaphysics since forever
and to bother them further with questions that
they haven’t yet considered. This is largely what I
shall be attempting to do in this book.
2
My approach will be broken down into four
unequal parts.
1
Where “every once in a while” typically means two to four
hours a day. Some people watch TV in the evenings; some
people play MMOs instead.
2
I was going to add “Wish me luck.”, but I suspect you’re
going to need it more yourself.
Prologue
3
Part 1: Virtual World as Virtual Worlds
I’ll start off by explaining what virtual
worlds are and whence they came. This will
have the additional effect of enabling you to
judge whether I may know what I’m talking
about or not.
Part 2: Virtual Worlds as Reality
Next, I shall consider some problems that
philosophers have identified regarding the
nature of our own reality and outline how
these are tackled in virtual worlds where
solutions actually have to be implemented.
Part 3: Realities as Realities
After this, Ill change focus from looking at
virtual worlds as purely physical (well,
virtual) spaces, and instead concentrate on
their inhabitants the non-player
characters with which
3
we populate them.
Assuming that the field of Artificial
Intelligence eventually gets its act together,
we could end up with virtual worlds
containing simulated beings as smart as or
smarter than we are.
Part 4: Realities as Virtual Worlds
Finally, having thought about how we, as
gods, feel we ought to treat the denizens of
the realities we make, I’ll shift the
perspective up a level: if our own reality has
one or more gods, is the way that they
3
Or with whom.
How to Be a God
4
apparently behave towards us the same as
or different to how we propose to behave
towards the beings of our own creations?
The narrative thread therefore goes something
like this: explain what realities are; describe how
we create realities; discuss what responsibilities
those who create realities have; assess whether any
creator of Reality lives up to these responsibilities.
The title of this book is How to Be a God. It’s not
How to Become a God, because in time anyone who
wants to be a god (of a virtual world) will be able to
become one. Neither is it How to be a God, with an
uncapitalised be, because that would emphasise
power over responsibility. It’s How to Be a God,
because it concerns how people should behave
once they become gods (regardless of whether or
not they want to become gods this isn’t a power
fantasy).
As for what “should” means there, well that’s for
you to decide. I’m no demagogue: as I said, I know
how to design realities, and I know some of what
does and doesn’t work with them, but I’d have to be
even more arrogant than I am already to suppose
that how I think things should be is indeed how
they should be. That’s a decision for the bulk of
humanity to make; all I can do is point out that
humanity does need to make it.
So yes, that means it’s a decision for you.
Right, then! Shall we begin?
5
Part 1
Virtual
Worlds as
Virtual
Worlds
How to Be a God
6
Chapter 1
REALITIES AND
GODS
I am a god.
Its great! I love being a god!
Three or four seconds ought to do it.
So, having despatched to social media those
readers who are more interested in indignation
than in explanation, I should now be left with those
of you who thought “What does this mean?” rather
than “What’s the meaning of this?!.
Hi, folks!
Although of course there was an element of
trolling to my opening remark, I do stand by it: I
am indeed a god. Naturally, I don’t mean that Im a
god of the physical reality in which we live, which
is fortunate both for me (because that kind of
attitude tends to spawn angry mobs of pitchfork-
wielding villagers) and for you (because you
needn’t worry that I might strike you down with a
thunderbolt). I especially don’t mean that I’m the
particular and popular god called God, although I
do acknowledge that it would be cool if I were.
Chapter 1 Realities and Gods
7
Nevertheless, I am a bona fide, literal-not-
metaphorical god; this book is my shot at sharing
with you some of what Ive learned from being
such over the past four decades, so as to help
prepare you for the day when you’re a god (if you
aren’t one already).
Definitions
Indulging me for a moment, under what definition
of the word “god” could I possibly be one?
Well, I’m one under the very first definition of
the term in the Oxford English Dictionary: A.I.1.a. It
describes a god as being:
A superhuman person regarded as having
power over nature and human fortunes; a deity
(Oxford English Dictionary, third edition, 2014)
OK, so it’s not immediately apparent how the
OED’s definition could apply to me. The word
“nature” usually refers to the phenomena of our
own physical reality, yet I’ve explicitly stated that
I’m not a god of this reality (leastwise if I am, I
haven’t noticed). However, you don’t have to bind
the word “nature” only to the context of our reality:
all realities have their own natures. Given a
different reality, a god of that reality would
How to Be a God
8
therefore be someone who has power over that
reality’s nature.
That’s the kind of god I am.
Sadly, merely asserting this statement isn’t on
its own enough to make it true. If I’m to persuade
you that I really am a god, I need to explain: what I
mean by a reality; what is meant by the nature of a
reality; and what it means to have power over that
nature. Only then can I point at a reality over the
nature of which I have power and thereby justify
my claim.
What’s a reality, then?
Well we’re all familiar with at least one reality:
the objective, physical reality in which we are
presumed to exist. The consensus is that this
existed before each of us was born and will
continue to exist after each of us has died. In this
book, I shall be referring to it using the proper
noun Reality, to distinguish it from all the other
realities that I’ll be discussing. Yes, there are other
realities. For example, if you believe that when you
die, your consciousness goes to another plane of
existence, that plane of existence would qualify as a
reality just it’s not Reality.
I’m calling these places “realities”, rather than
“worlds” or “planes” or “universes”, because I want
to keep them absolutely distinct both from Reality
and from each other. A reality is a self-contained
space of existence; I hope not to give the
impression that one reality can be part of another
Chapter 1 Realities and Gods
9
reality (although, as we shall see in due course, one
reality can be implemented in another reality).
A reality isn’t a free-for-all space where
anything goes: each one adheres to a set of physical
rules
1
individual to it that define its characteristics.
Collectively, these characteristics are a reality’s
nature. The rules themselves are its physics. Reality
unquestionably has physics, because otherwise
physicists would be out of a job, but other realities
also have physics it’s what makes them realities.
Note that I usually talk in terms of a reality’s
physics rather than its nature, as the latter derives
from the former; it’s like algebra, with physics
being the equations and nature being the solutions.
The rules pertaining to realities in general don’t
have to be the same as the rules pertaining to
Reality in particular. If, for example, you believe
that some people who die go to a place of
punishment where they are burned for all eternity
in a lake of fire, well clearly the way that fire works
there is different to how it works in Reality
2
;
therefore, its physics must be different to Reality’s.
The physics of a reality affects
3
its nature in
three ways:
1
Or laws; I’ll be using the terms pretty well interchangeably.
Besides, what makes a law a law is the subject of some
disagreement even among philosophers (Carroll, 2016).
2
Contact with it is still likely to hurt, though.
3
The word here is “affects” rather than “affect” because the
noun “physics” is singular. Well, it is except when referring to
How to Be a God
10
1. It determines what the components of the
reality are. Everything in Reality is either
matter, energy or (quite possibly) both.
2. It manifests these components in an
ongoing configuration
4
. The atoms in
Reality that comprise your body
5
were
doing other things a thousand years ago.
3. It determines how the current
configuration is transformed to give a new
configuration. In Reality, gravity
encourages objects to move towards each
other, meaning their positions tend to
change dynamically.
The consequences of a reality’s physics are the
nature of that reality. Gods of a reality have power
over its nature, so that’s equivalent to saying they
have power over its physics. What, then, in
practice, can they do?
Well, a god of a reality has the ability to change
any and all aspects of physics for that reality. If you
were the god of a reality made up of bottles of soda
water
6
, you could decide to allow it also to contain
ping-pong balls. If you were the god of a reality
several different physics, a situation brought on because
“physicses” isn’t a word.
4
The configuration may well be of components that are
entirely manifested as fuzzy balls of probabilities, but there’s
only one of it.
5
Roughly 10
26
of them for each kilogram you weigh.
6
If this sentence refers to “soda water”, that means the
sponsorship deal didn’t come through.
Chapter 1 Realities and Gods
11
made up of sounds, you could spontaneously create
(or, if your composition skills aren’t great, recreate)
a symphony within it. If you were the god of a
reality with colours, you could make their
saturation automatically cycle every Sunday.
The non-god inhabitants of a reality can
perform none of these activities. They can make
changes to the reality’s configuration if its physics
allows them to do so, but they can’t change the
physics itself
7
. For example, I am able to bring a
sandwich into existence because the
transformative rules of Reality’s physics allow me
to make gradual changes to the way that Reality is
configured such that the result is a new
configuration in which I have a sandwich. Only a
god could make it a stegosaurus sandwich, though
(notwithstanding future advances in paleobiology).
The physics of a reality encapsulates the laws of
nature for that reality. Unlike regular laws that are
enforced by police, they’re self-enforcing; as such,
theyre unbreakable by non-gods. Laws of the land
operate within the laws of nature, and can
physically be broken (not that I’m advocating this).
For example, it isn’t a law of nature that you must
drive on the left in Britain; you’d be risking your
life and the lives of others if you drove on the
right
8
, but you could, physically, do it. You could
7
“I can’t change the laws of physics.” (Scott, Stardate 1704.2).
8
Except along Savoy Court in London, where it’s the other
way round.
How to Be a God
12
not, however, drive both on the left in Britain and
on the right in France simultaneously; this is
because Reality’s physics makes it incredibly
difficult to be in two places at the same time. It’s
possible to conceive of a reality in which this kind
of thing would be a breeze, but Reality is not such a
reality. It does readily allow you to be in two times
at the same place, though.
So to summarise: a reality is a self-contained
space of existence that’s defined, maintained and
continually modified by its own physics. A god of a
reality is an individual with control over the
physics of that reality.
Notice how I seamlessly segued back to the
topic of gods, there.
I should mention that I’m using the term “god”
in a gender-inclusive fashion in this book and not
only for the purely pragmatic reason that I don’t
want to have to write “god or goddess” every single
time. The thing is, some gods have no or multiple
genders (the concept of gender fluidity is not a
modern one), so even “god or goddess” doesn’t
always work; it might be “god and goddess” or
indeed something else entirely
9
.
I make this point because of an important
convention that I have adopted throughout this
text: all Reality’s gods exist. I don’t want to offend
9
I could have used the more gender-nonspecific term deity,
and almost did, but you wouldn’t have bought this book if I’d
called it How to Be a Deity.
Chapter 1 Realities and Gods
13
anyone by suggesting that their deeply-held beliefs
are wrong
10
, so I treat all of them as if they were
right. If I say that Apollo is both a healer and the
bringer of disease and death, but you think that
Apollo is just a pretend person that the Ancient
Greeks made up, well it’s for you to field
complaints from angry Apollo-worshippers I’m
staying out of it. Thus, I’ll talk about accounts
rather than myths, even though in all cases more
people think they’re myths than think they’re
accounts.
This will undoubtedly come across as weird on
occasion. I’ll sometimes support my statements by
referencing as fact what no human being alive
regards as being anything other than fiction. For
example, I might say that some gods can’t control
the physics of Reality themselves but do have a
veto on other gods actions; I could illustrate this
by pointing to the Slavic gods Zorya (she’s two
gods in one) who prevent the doomsday hound
Simargl from destroying the universe. It’s
irrelevant that this description carries the distinct
whiff of having been invented: what’s important is
that my subsequent argument (about whether
having power over a god makes you, too,
effectively a god) hasn’t come out of nowhere. It’s
not a straw man: it’s based on an assertion that
either was or is widely accepted as being true. It’s
10
Although I do realise that I may still cause offence by
suggesting that all gods are of comparable validity.
How to Be a God
14
therefore legitimate to ask whether, if Zorya can do
what she can do, there is an equivalent situation in
virtual worlds, and if not, why not
11
. Taking it
further: if, in Reality, you are the boss of a virtual
world’s boss, can you yourself also be considered a
god of that virtual world even if you never play it?
12
I’ll sometimes refer to accounts of gods’
behaviour as evidence. This may also come across
as weird. For example, consider the observation
that in popular books and films featuring a “chosen
one”, the chosen one is often a teenager
13
. I might
point out that there is scant evidence that gods
choose teenagers as their chosen ones, the
implication being that it’s a bad idea. In support of
my argument, I could mention that Abraham was
aged 75 when called by God
14
. This would definitely
count as admissible evidence for debating what, in
theory and practice, gods can do, don’t do and do
do regardless of whether you, personally, believe
there’s any truth to it or not.
Although my definition of the term god
15
is
basically the same as the OED’s, it does differ in
one important respect: I don’t connect being a god
11
I don’t actually ask this question, but the short answer is
that there can be such a situation but usually isn’t.
12
I do look at this briefly in Chapter 8.
13
Not always: Neo from The Matrix is not a teenager, for
example.
14
It says so right there in Genesis 12:4.
15
To wit: an individual with control over the physics of a
reality.
Chapter 1 Realities and Gods
15
with being regarded as a god. Using my definition,
you can be a god without being regarded as a god,
and you can be regarded as a god but not actually
be a god. When it comes to practicalities, what’s
important is whether you have control over the
physics of a reality, not whether someone else
thinks you have it.
Of course, most established gods of Reality
satisfy both these criteria anyway. Perhaps the
best-known example of a god of Reality is the one
known in English as God
16
. God is clearly regarded
as a god (he’s worshipped as one), but he can also
back up the contention with action: stopping a
burning bush from being consumed by its flames;
turning a woman into a pillar of salt; bringing flood
waters to destroy all flesh wherein is the breath of
life (except that on a 300-cubit ark); the list of
examples is long. With such physics-defying
abilities at his command, God definitely qualifies as
a god (of Reality).
Other candidates may be lacking, however. For
example, you might regard one of Reality’s rivers
as having control over nature because it floods
each year and deposits fertile silt that helps your
crops grow. Now while helping crops grow does
indeed look like a power over nature, it’s one that a
river only possesses as a consequence of its own
16
The word “God” is a proper noun in this context, hence its
capitalisation. To be fair to other gods, however, I won’t be
capitalising the associated pronouns, so he” not “He”.
How to Be a God
16
place in nature. Sure, you may believe that your
river has power over nature, but actually nature
has power over your river. Your river therefore
wouldn’t qualify as a god by my definition, but it
would by the OED’s.
Conversely, it’s possible that someone does
have control over Reality’s nature, but isn’t
regarded as a god simply because they’ve kept a
low profile. It’s even conceivable that they don’t
know they’re a god. I confess that one of the hopes I
have for this book is that it will alert people who
are gods of realities other than Reality to the fact
that they are gods of those realities, thereby
dissuading them from doing anything horrific by
accident
17
.
Adopting this tighter definition of what makes
a god a god doesn’t help me in my quest to show
that I myself am a god
18
, but the reason I
nevertheless chose to go with it is that it removes
opinion from the equation. If I’m to bring my
practical experience of being a god to bear, I need a
definition that’s less to do with psychology and
more to do with engineering. You can therefore
assume that when I refer to a god of a reality, I
mean that the individual in question actually has
17
They can, of course, still do something horrific deliberately;
not every god is a paragon of all that’s good. Yes, Whiro-te-
tipua, Māori god of darkness, I’m calling you out.
18
Under the OED’s definition, I could show it merely by
bribing people to regard me as having power over nature.
Chapter 1 Realities and Gods
17
power over that reality’s nature, irrespective of
whether they’re regarded as having power over it.
From what I’ve said so far, it would seem to
follow that the gods of a reality must be equal in
standing: either you have power over that reality’s
physics or you don’t. It’s true
19
, too: a reality’s gods
are indeed all equal in terms of what they can do to
that reality (if not necessarily to each other) but
this doesn’t mean that they all have the same
status. There’s a qualitative difference between the
Mongolian god Esege Malan (who created Reality)
and his sons (who created the flying serpents, giant
dogs, invisible spirits and multi-headed beasts that
are manifested within Reality). I’ll be discussing
later why this distinction is important, but for the
moment I’ll simply note that some gods are creator
gods and some aren’t.
It’s also worth pointing out at this stage that
there are accounts in Reality of beings who, while
they’re not exactly gods, are nevertheless in
possession of some pretty serious capabilities. It’s
clear that the gods of a reality can change its
physics and that the ordinary people of that reality
(who are bound by its physics) can’t, but between
the two are what are generally called supernatural
beings (if they’re entirely spiritual) or demigods (if
they’re not). These individuals remain bound by
their reality’s physics, but a different physics
applies to them than applies to ordinary people.
19
Trivially so if the reality has one or fewer gods.
How to Be a God
18
For example, in Reality ordinary people are
statistically very unlikely to be able to walk
through walls (believe me, I’ve tried). Ghosts,
however, can walk through walls whenever they
feel like it. This makes ghosts supernatural beings:
they can’t control Reality’s physics, but they do
have a special, permeable-to-walls dispensation.
Similarly, the Ancient Greek hunter Orion was a
demigod who could walk on the sea, a talent he
inherited from his father, Poseidon
20
. When it
came to water-walking, different rules of physics
applied to him than applied (or indeed apply) to
ordinary folk. Apart from that one difference,
though, the same rules applied to him as apply to
you and me
21
.
Wielding my definition ruthlessly, it turns out
that some so-called gods are actually just very
powerful demigods. Hermes, for example, the
Ancient Greek messenger of the gods, can fly very
quickly because of his winged sandals; if he had full
command of the physics of Reality, he wouldn’t
need the sandals. Either he’s not a god, or he has
some explaining to do.
OK.
So if you’re a physicist, a philosopher or a
theologian, for some time now you’ll have been
ranting to anyone who will listen about what
20
Do not attempt this unless your father is also Poseidon.
21
You, too, could be killed by a giant scorpion and made into a
constellation of stars.
Chapter 1 Realities and Gods
19
you’ve been reading herein. It will seem to you that
I’m presenting a naïve, unsophisticated view of
How Things Are that has been thoroughly
understood (or possibly misunderstood) for a long,
long time.
That’s fair enough. I’m neither a physicist, a
philosopher nor a theologian, so entirely accept
that people who have studied these topics for their
entire academic careers are going to look upon my
words with a mixture of amusement, impatience,
pity and “he hasn’t even read Hegel!”.
What I am is a game designer.
This means I know some things that, regardless
of how long and distinguished their careers may
be, physicists, philosophers and theologians don’t
know. They may have described, analysed and
speculated about realities, but I’ve actually made
realities. What’s non-obvious to those who use a
product can be obvious to those who make it
22
.
This book recounts lessons I have learned from
doing such, and points out some of the inferences
that this knowledge allows us to make regarding
the implementation of Reality.
I suppose I need now to explain what kind of
games I design and why these qualify as being
realities.
22
See the short section on paper manufacture in (Updegraff,
1916).
How to Be a God
20
History
In October 1978, at the age of 18, I began my
studies at the University of Essex, England. Just
because Im a game designer, that doesnt mean I
cant be old.
Some time that month our best guess is
October 20
th
an undergraduate in the year above
me, Roy Trubshaw, began work on a computer
game he called MUD (short for Multi-User Dungeon,
but we only ever referred to it as MUD). I met Roy a
few days later when I joined the universitys
Computer Society (Roy was its secretary). He
showed me MUD, I described some games Id
designed myself, and we rapidly became friends.
I realise that this sounds as if I’m about to lay
out my credentials so as to enable you to judge my
level of expertise, and to a large extent that’s true;
however, what I say here will turn out in much
later chapters to have further relevance, so it’s not
entirely an exercise in self-aggrandisement.
At this point, MUD was just a test of technology,
but Roy had already started work on the fully-
fledged game itself. He began with the physics (you
can see where Im going with this, right?) and had
something playable by Christmas. He then added
more of what nowadays is called content
23
, along
23
There’s a detailed section on content in Chapter 2, if you’re
not sure what it is and don’t mind skipping ahead to find out.
Chapter 1 Realities and Gods
21
with additional physics
24
to widen the range of
content that could be supported.
Although Roy undertook all the programming
himself, he let several other interested students
help with occasional acts of content-creation. I was
one such student; we didnt add much, but we got a
handle on what he was doing and discussed at
length its possibilities.
Work on MUD proceeded apace, however it
gradually became clear to Roy that its program
was becoming somewhat unwieldy. Hed written it
in an assembly language, which runs fast but is
slow to program. Also, hed implemented it such
that the functionality to add content to the game
sat within the game itself; it occupied so much
memory that it significantly reduced the amount
left available to store the content that it was meant
to be being used to add.
After about a year, Roy snapped and began
work on a third version of MUD. He separated the
games content-creation from its physics and
rewrote everything from scratch in a systems
programming language called BCPL
25
.
This was an ambitious project, and by Easter
1980 Roy had only managed to rewrite about 25%
of the game. Noticing that his finals were
24
Like water, physics is uncountable. That’s why this word
isn’t “physicses” either.
25
As historians of computers will attest, BCPL was the
language that the language that the language C was based on
was based on.
How to Be a God
22
impending, he passed the baton to me. Because I
was (and still am) younger than Roy, I had another
year before my own finals would loom, during
which I duly completed the remaining 75%.
Unlike Roy, however, I didnt leave Essex
University when I graduated. I was the only
student in my cohort to achieve first-class
honours
26
, and because of this won a grant to do a
PhD (in Artificial Intelligence, for reasons Ill touch
on later).
Over the next few years, I kept adding bits and
bobs to what (notwithstanding its actually being
the third version of MUD) came to be known as
MUD1. Inevitably, though, I too finally hit my
frustration limit, and in 1985 rewrote it all yet
again as MUD2. Well stick with calling it just MUD
for now, though.
OK, so this is all very
27
interesting, but why am I
telling you about a game from the dawn of time
that today is little more than a museum piece? It’s
pretty obvious I’m going to claim that MUD is a
reality and that I, as one of its designers, am
therefore a god of it, so why not just cut to the
chase? Why the history lesson?
Well, I shall soon be explaining how MUD
qualifies as a reality, yes, but I’m going to keep
26
They were much less common back then. Some years,
nobody got one. Nowadays, around a quarter of students in
the same department graduate with a first. Modern teaching
methods are just so much better than they were in the 1970s.
27
For certain charitable definitions of the word “very”.
Chapter 1 Realities and Gods
23
going with the history for just a little longer so
that I don’t have to re-undertake the whole process
again half a book from now. MUDs history, you
see, is its origin myth.
These days, around half of British 18-year-olds
go to university. Back in the 1970s, it was more like
one in seven. The vast majority were from middle-
class backgrounds and studied History, or English,
or Medicine, or Economics, or (if they werent
especially bright) Sociology. Few middle-class
parents wanted their children to be engineers,
because engineers mend broken railway
locomotives, climb up telegraph poles and
(horrors!) consort with mathematicians.
The country did need engineers, though; in
particular, because these new-fangled computers
looked as if they might one day be beneficial, it
needed software engineers. So it was that
exceptionally-clever working-class children with
sufficient flair to pass their exams could find places
at university on courses that involved Computer
Science.
Flair was required, too, because most of us had
completely the wrong impression of how
examinations were marked. Surely, if asked to
calculate the integral between 0 and
π
/
2
of x cos(x)
with respect to x, youd be awarded more marks
for writing simply
π
/
2
-1 than for showing a step-
by-step solution? Youd managed to work it all out
in your head that had to be worth more marks! It
didnt occur to us that if there were five marks for
How to Be a God
24
a question, you could nevertheless obtain four for
getting it wrong and only one for getting it right.
With flair, youd at least get that one mark, though,
and so could pass overall (albeit with an indifferent
grade); without flair, youd get nothing.
Those of us who found ourselves studying
Computer Science at Essex University were
therefore often pretty smart cookies, either from
underprivileged backgrounds or from more
privileged backgrounds in defiance of our parents.
Either way, we were social outcasts. All other
students at the university looked down on us. We
were the lowest of the low
28
.
In all fairness, we were a little different. To
study Computer Science in its early days required
a certain mindset. Those who were drawn to the
subject needed to have a systems-oriented way of
thinking, coupled with natural creativity an
unusual combination
29
. The requirements were the
same in Computer Science departments across the
globe: they were populated by people who saw the
enormous potential afforded by computers to
change the world for the better and who found joy
simply from playing with them. They didnt want
28
A situation which prevailed until the Psychology
department was founded in 1991.
29
This remains the case for all designers of MUD-like games.
Indeed, Mike Sellers (who was one of the designers of the
early graphical world Meridian 59) persuasively advocates
using a systems-thinking approach for game design in
general (Sellers, 2018).
Chapter 1 Realities and Gods
25
to be told what to do; they wanted to be shown
how to use tools, which they could then employ
however they liked in ways that no-one else had
yet imagined.
In Dungeons & Dragons alignment terms, we
were Chaotic Good
30
.
This collective viewpoint came to be known as
hacker culture, but it wasnt a culture in the sense
that when you arrived at university it was
inculcated in you by those already there. Rather, it
was that Computer Science selected for people
with a particular world view, who upon arrival
discovered that everyone else doing Computer
Science had that same world view. They shared
notions of freedom, of fairness, of the limitless
possibilities of computers all of which informed
the creation by Roy and I of MUD.
The thing is, we didnt like being bottom of the
pile. We didnt like poverty. We didnt like being
judged by how we dressed
31
or by our accents, as if
we were uneducated, unsophisticated yokels. We
didnt see ourselves as losers at all. We railed
against it! We particularly disliked the smug,
paternalistic, patronising attitude of middle-class
students who paid lip service to equality of
opportunity but who fully expected to go on to jobs
30
Chaos is officially opposed by Law, but it always seemed to
me that Law only existed because of Evil. If everyone was
Good, we wouldn’t need Law.
31
In general, shabbily, which was nevertheless quite smart by
1970s undergraduate standards.
How to Be a God
26
in which they would boss people like us around for
four times our salary. We didnt like being trapped
by the way we looked, by the way we sounded, by
whatever particular hand of gender, sexuality,
ethnicity and physical form Reality had dealt us.
We wanted to be judged by our actions and by our
character, not by other peoples uninformed
interpretations of how we were or worse, of how
we must be. The world of 1970s Britain was not a
pleasant place for people like us. Frankly, it sucked.
We were, therefore, as is so often the case when
it comes to instigating social change, Angry Young
Men. Wed have said Angry Young People
ourselves, but as Roy and I are indeed both male,
lets go with Men.
When Roy started work on MUD, it was because
a fun piece of operating system functionality had
provoked in him a visionary idea. As he continued,
he and those of us he discussed it with soon
concluded that what he was writing was not only a
game, but something else. It was our way out; or, if
not ours, then a way out for people like us in the
future.
MUD, you see was unlike any computer game
yet invented. It was its own, separate-from-Reality
reality, what would today be called a virtual world.
Virtual worlds are the kind of computer game that
I design.
Annoyingly, the term is “virtual world” rather
than “virtual reality”. Virtual reality is a technology
that presents physically-immersive interfaces to
Chapter 1 Realities and Gods
27
computer-maintained environments
32
, whereas
virtual worlds comprise one particular sub-class of
such environments. Given how much I talk about
realities in this book, I really wish I could call them
virtual realities instead of virtual worlds, but the
VR people called dibs on the name first. Whatever, I
digress.
We didnt know at the time that there werent
hundreds of games just like MUD running in
universities elsewhere, but we didnt particularly
care. We knew what we had, and what we could do
with it.
When you ran MUD for the first time, it would
ask you by what name it should call you and (for
reasons of English-language pronoun usage) what
sex you wished to be. It would then drop you into
its world, to join everyone else who happened to be
playing at that moment. You could talk to them,
explore with them, work together with them,
attack them, or of course simply ignore them all
in a strange, fantastical setting in which the older
something looked, the more powerful and
dangerous it was likely to be.
Because who you were in the game world both
was and wasnt who you were in the world of
objective reality (that is, Reality), you were able to
experiment with your identity. You could cast off
whatever social and psychological chains were
holding you in place and be someone else. More to
32
In the terms of this book, then, it would be “virtual Reality”.
How to Be a God
28
the point, through doing this you were freed to
become and to be yourself.
All of this was quite deliberate. I told you I was a
game designer, and MUD was very much designed.
Never think that nerdy, teenaged computer
programmers only know and care about computer
programming (or teenagers) (or nerds). Just
because you are acquainted with plenty of well-
read, rounded individuals who are technologically
illiterate, that doesnt mean that the
technologically literate cant be well-read, rounded
individuals. All youre doing by treating them as if
theyre culturally-unaware, one-dimensional
dweebs is giving them an axe to grind. Roy and I
obligingly ground our axe.
MUD was
33
a program that its players
connected to and played concurrently. That made
it multi-user (hence the first two letters of its name,
although the modern preference with regard to
games is multi-player or multiplayer). There were
plenty of other multi-player games around at the
same time, of course Monopoly is a multi-player
game, as are team sports but MUD differed in
several important respects. Unlike anything that
had come before it, it simultaneously satisfied all
the following criteria (which double as a definition
of the term virtual world):
33
Well, as with many ancient virtual worlds that haven’t yet
closed, perhaps still more “is” than “was”.
Chapter 1 Realities and Gods
29
The game world operated by using an
underlying automated rule set its physics.
Each player was represented by an
individual “in” the game world their
character.
Interaction with said world took place in
real time.
The world was shared with other players.
The world didn’t end when you yourself
stopped playing it was persistent.
Actually, there was something like MUD that
had come before it: Reality. Indeed, of the
properties listed above, all but the first were
bounded by Reality. Even so, MUD was
nevertheless a self-contained space of existence
that was defined, maintained and continually
modified by its own physics; in other words, MUD
was also a reality.
Because that first property MUDs physics
was not dependent on Reality, it was the only one
over which the game’s programmers (Roy and I)
had full control. We couldnt do much about the
other criteria (not if we wanted people from Reality
to play our game), but we could and did both
formulate and change MUDs physics.
That was enough to make us the gods of the
reality that was MUD.
This is why I can honestly say that Im a god.
Ive been a god of MUD since 1978.
How to Be a God
30
So now you know the rather unintuitive
rationale behind the creation of MUD. It was
written as a response to the British class system.
We really, really didnt like how the world worked,
so we did something about it: we wrote our own
world.
Bear this in mind should you manage to stagger
to Chapter 9, where I discuss why gods commonly
create realities.
To be honest, when people ask me what our
discussions about MUDs design were like, the
answer is a little disappointing. We didnt have
long, philosophical conversations that went on
deep into the night. Our chats were mainly ideas-
oriented. There were no grandiose debates about
what we were trying to achieve or even why we
were trying to achieve it. Much of our resentment
about our lot in life was unspoken. See, when
someone thinks the same way that you do, you
dont need to know why they think what they
think; theres little to deliberate. You know already
that they have similar goals to you; your
conversations therefore concern suggestions
regarding how to achieve those goals they don’t
concern what those goals should be.
Roy started constructing MUD in earnest for
the same reason I joined him constructing MUD: to
make our world better by making a better world.
So, we’re now just about done with the history
of MUD but we’re not quite done with the history
of virtual worlds in general. It remains for me to
Chapter 1 Realities and Gods
31
outline how we got from where we were to where
we are today. This is because the second half of the
book is mainly about certain aspects of where
we’re going.
Now I mentioned earlier that Roy and I didnt
know that what we were creating was the first
example of a new kind of game. I later discovered
that it was, although feel free to disagree if you
have a broader definition of what a virtual world is
than the criteria-based, bullet-list one I provided
just now.
As it happens, the concept of a virtual world
was invented independently multiple times. Just
because MUD was first, that doesnt mean all
subsequent virtual worlds owe anything to it. The
full list of original, invented-from-nothing virtual
worlds that I know of is:
MUD in 1978 by Roy Trubshaw and Richard
Bartle (wave).
Sceptre of Goth in 1978 by Alan Klietz.
Avatar in 1979 by Bruce Maggs, Andrew
Shapira and David Sides.
Island of Kesmai in 1981 by Kelton Flinn and
John Taylor.
Habitat in 1985 by Randy Farmer and Chip
Morningstar.
Monster in 1989 by Rich Skrenta.
That said, almost all modern virtual worlds do
ultimately descend from MUD. Theres a reason for
this.
How to Be a God
32
Roy and I wrote MUD because we wanted to
give people the freedom to be. We didnt write it to
make money. When anyone asked me for the
source code, then so long as I could be persuaded
that they werent merely players looking for an
edge over other players, I sent them a copy. We
encouraged people to write new virtual worlds,
either by using the MUD engine itself or by writing
their own.
Several people did write their own games based
on MUD. Some such games were worse, some were
better; most were at least different. People played
these games; inspired, several more wrote their
own. So it continued. New ideas were tried out,
discarded, amended, incorporated, refined; in
short, new virtual worlds evolved from older ones.
The class of such games as a whole came to be
known as MUDs; this is why MUD itself was later
referred to as MUD1 to make it distinct from the
genre that now bore its name.
The number of MUDs grew and grew, helped by
the free availability of newly-written, customisable
source code that you could adapt to your own
requirements. There were so many of them that in
March, 1991, MUDs accounted for 11% of all
transatlantic Internet traffic (Wakeman, et al.,
1991).
Chapter 1 Realities and Gods
33
These MUDs were primarily text-based; there
wasnt enough bandwidth for graphics back then
34
.
This in part explains why those early games with a
graphical element to them Avatar, Habitat and to
some extent Island of Kesmai didnt spread to the
Internet at large from their host systems. The text-
only Sceptre of Goth wouldnt have done so either,
but its source code was ripped off by a disgruntled
programmer, prompting the franchising of the
game (Alberti, 2010). As a result, a visible thread of
SoG does run through the otherwise MUD-woven
fabric of virtual worlds from the past to the
present day.
We always knew that there would be 3D
graphical MUDs, just as today we know therell be
virtual reality equivalents once the technology is
up to it
35
. It took longer than we expected, but in
the 1990s commercial game developers finally did
decide to try making graphical MUDs for
entertainment and profit. Naturally, they sought to
employ people with existing expertise in the area,
and through sheer force of statistics almost all of
these designers and developers turned out to have
a MUD heritage (outnumbering as they did those of
other heritages hundreds to one).
34
Besides, we started off using teletypes. Graphics don’t go
well with what are essentially typewriters that write slower
than you can type.
35
Traditionally, the time when the tech will indeed be up to it
is always “ten years from now”, or five years for optimists.
How to Be a God
34
The term “graphical MUD” didn’t stick. Today,
the virtual worlds these pioneers created are
known as Massively-Multiplayer Online Role-
Playing Games (or MMORPGs, although the
abbreviated acronym MMOs is usually preferred
36
).
The genre went on to become wildly popular and
incredibly lucrative. World of Warcraft, which
launched in 2004, still has more players than most
countries have population, and continues to rake in
billions of dollars a year. Its not the only virtual
world that does that, either its just the one thats
best-known.
Almost all modern MMOs therefore have an
ancestry that tracks back to a single progenitor.
That progenitor is MUD.
This is why Im writing this book and youre
not
37
.
In Britain, if you develop an idea that makes you
billions of dollars, you get a seat in the House of
Lords. If you develop an idea that makes other
people billions and billions of dollars every year for
decades, you get to be an Honorary Professor of
Computer Game Design at a provincial university.
Now I realise that this perhaps sounds rather
bitter, but its not: Roy and I didn’t do what we did
for personal gain; we wanted the idea of virtual
36
It turns out that some people find unpronounceable six-
letter acronyms cumbersome to use.
37
Unless you’re Roy Trubshaw (hi, Roy!), in which case the
reason is that I need the money more than you do.
Chapter 1 Realities and Gods
35
worlds to spread far and wide, and to change
people’s lives for the better. If we hadnt wanted
this, we wouldnt have written MUD in the first
place
38
.
We achieved our goal, too, although the pace of
change is frustratingly slow. Theres so much more
that could have been done by now! Nevertheless,
Im relatively content. I dont see visiting a virtual
world as a retreat from Reality; I see it as
movement to an improved reality
39
. At the very
least, virtual worlds give Reality some competition.
So now you know the following: what I mean by
a reality; how I define what a god of a reality is;
why I myself am such a god; what drove me to
create a reality; and why it is I feel qualified to
write about creating realities.
I may, however, be wrong.
Unrealities
I’ve argued quite strongly that the virtual worlds
we create are realities in the same sense that
Reality is a reality. However, those of us who
develop virtual worlds do not speak with one voice
38
Don’t get me wrong, though: I still think that the British
establishment treats game development disgracefully in
comparison to other creative industries.
39
Gratifyingly, I’m not alone in this view (Kania, 2017).
How to Be a God
36
on the subject; in fact, there are long-standing
differences of opinion among us as to whether
virtual worlds are indeed separate from Reality, or
whether they’re simply part of or an adjunct to it.
Three main positions are argued. The most
idealistic one is what might be called optimistic-
exclusive. This says that virtual worlds are separate
from Reality (that is, exclusive) and that they can
for the most part fend off attempts to bring Reality
into them (that is, optimistic). Because of the need
to visualise virtual worlds in advance of their being
made, most designers tend to think this way.
The second position is pessimistic-exclusive. This
says that although virtual worlds are in theory
separate from Reality, in practice too much Reality
is brought into them for the proposition reliably to
hold except in short bursts. This is the popular
view among most of the non-designers who work
on building virtual worlds; they’re sustained by a
vision of hope, but know in their hearts that it
won’t survive contact with the players.
The third position is inclusive. This simply says
that virtual worlds are part of Reality, and denies
that they can ever be independent realities
themselves. Yes, they are venues for play, and as
such afford their players a release from quotidian
life; nevertheless, they themselves exist firmly in
Reality. This is the predominant view of those who
design or create virtual worlds for other people to
exercise their own creativity within.
Chapter 1 Realities and Gods
37
The disagreement, then, is not over whether
virtual worlds can be treated as if they were
realities
40
. Rather, it’s over whether the reality
they’re being treated as collapses to Reality. In this
book, I shall be taking the optimistic-exclusive
position: that it doesn’t actually matter how much
Reality impinges on a virtual world, it always
remains a reality in its own right. To explain why,
let’s consider the two other competing views.
For game worlds, such as all MMOs and most
text MUDs, the players readily take on board the
idea that they’re visiting a separate reality. When
people play World of Warcraft, Final Fantasy XIV or
Black Desert Online, they know intellectually that
they are merely interpreting pixels on a screen,
just as you know that this book is merely marks on
a page. It takes a minor act of will to accept that
the pixels represent a view from within a virtual
world, but the players are happy to comply because
of what they gain from it.
What if they don’t perform that minor act of
will?
Well in social worlds, such as Second Life and
Sansar, that’s largely what happens. Although
players can still treat the virtual world as a reality
if they care to, there’s no incentive for them to do
this. Social worlds aren’t billed as being fictional,
40
Unsurprisingly, because the word “virtual” is being used in
the very sense of “that which isn’t, having the form or effect
of that which is” (Bartle, 2003).
How to Be a God
38
they’re billed as being venues populated by
interesting people where you can do interesting
things. A security guard interprets the images on a
CCTV screen as showing a piece of Reality, and the
players of a social world typically interpret the
images they see on their own computer screens in
much the same way. To them, the virtual world is
just a visualisation of more Reality.
This is why the designers of social worlds tend
to think of them as adjuncts to Reality rather than
as separate realities in their own right it can be a
genuinely more useful perspective for them
41
.
Routinely thinking of a virtual world as being
part of Reality doesn’t mean it is part of Reality,
though. The fact that virtual worlds are not part of
Reality is substantiated by one, simple observation:
they have different physics.
If you advocate the inclusive argument, then,
you’re abstracting away the differences in physics
because they’re not important to you.
Nevertheless, while it might be useful in some
contexts to think of your virtual world as if it were
part of Reality, objectively it isn’t.
If the inclusive argument concerns absorbing
the virtual into the real, the pessimistic-exclusive
41
Many academics take this point of view, too, for example
(Hammer, 2005). In some cases, this may be because much of
the early, foundational research on virtual worlds all but
entirely concerned social worlds (most notably,
LambdaMOO).
Chapter 1 Realities and Gods
39
argument concerns absorbing the real into the
virtual.
Even if we restrict ourselves to game worlds, a
great deal of Reality does ooze into them. Indeed,
some of the people who play do so precisely
because they wish to exploit this potential.
Examples include: social scientists studying those
who play virtual worlds; journalists looking to
interview players for a story; gold farmers,
systematically collecting in-game currency to sell
to players for you-can-buy-food-with-it currency;
and designers of other virtual worlds, checking out
how this particular virtual world hangs together.
Such players are in a minority, but the
pessimistic-exclusive argument is that their
activities have disproportionate weight. If every
time you try to will yourself into the virtual world
there’s someone there talking about the current
sorry state of either politics, their favourite sports
team or their love life, you’re repeatedly snapped
back to Reality. It’s like the virtual world is coffee
and Reality is water: how many drops of water can
you add and still call it coffee?
42
The claim being made here is that so much
Reality is being dumped in virtual worlds that for
all intents and purposes they’re pretty well part of
Reality regardless of how wonderfully-independent
42
Homeopathy answer: all of them, whereupon it will cure
you of all the ailments that resemble the effects of undiluted
coffee.
How to Be a God
40
their physics is. Having myself experienced
bombardments of offers to buy World of Warcraft
gold for United States dollars, I can well see how it
might look that way to players; that said, how it
looks to players isn’t actually relevant here.
Players’ views are subjective; my definition
consciously removes subjectivity. Although it’s
legitimate to talk about whether intrusions from
one reality can change the character of another
reality
43
, it doesn’t alter the fact that they’re both
realities.
A simple way to demonstrate the point is to
deny all players access to the MMO that they’ve
supposedly transformed into a near-as-makes-no-
difference simulacrum of Reality. OK, so the
immediate effect might be that the virtual world
loses all financial viability, but be that as it may,
there won’t remain one iota of Reality in it; it’s
therefore clear that whatever the player
experience might indicate, the virtual world’s
fundamental nature is not that of Reality. Players
aren’t gods: they can’t make the changes to the
physics of a virtual world that would be necessary
to incorporate it into Reality
44
. Transient changes
to how a reality is interpreted don’t stop it from
being a reality.
43
I do this indirectly in later chapters.
44
For example, by giving the non-player characters in a
virtual world control of killer robots in Reality.
Chapter 1 Realities and Gods
41
Having successfully seen off the main
objections against it, the optimistic-exclusive
argument looks to be sitting pretty. It’s not,
however: unfortunately, elements of the
pessimistic-exclusive argument can be employed
to amplify the inclusive argument in a powerful
way. The basic line of attack, which draws on
theories both from Game Studies and from
Philosophy, suggests that virtual worlds aren’t
realities because Reality isn’t one either. Realities
are just constructions of the mind.
Here’s how the argument goes.
So, although there will often be people who are
playing an MMO for ulterior reasons, those who
are playing it straight nevertheless usually make
up the vast majority of its player base. When
designers talk about the “players” of such games,
these are the people they generally mean. The
reason such players play is that doing so gives
them something they want; that something
(despite the best endeavours of academics to label
it as engagement), they call fun
45
. To achieve this,
however, requires a certain outlook.
For any game, players must adopt what’s called
a lusory attitude (Suits, 1978), which is the
acceptance of the game’s rules and fiction as being
45
At a conference in Germany, I once asked what the German
word for “fun” was, genuinely wishing to know. I was told
there wasn’t one – much to the pained amusement of the
(almost wholly German) audience.
How to Be a God
42
limiting and true, even though the players know
they’re contrived. In Chess, for example, you could,
on your first move, take your opponent’s king and
declare yourself to be the winner. That you don’t,
and play by the rules instead, is due to your
adoption of a lusory attitude. The rules are there to
enable the conditions under which you’ll find
playing the game fun; Chess wouldn’t be much fun
if players didn’t play by the rules
46
. When all
players in a game have a lusory attitude, it’s called
a magic circle
47
(usually “the” magic circle in the
abstract).
The magic circle is porous, though. People bring
things into the game from Reality (and every so
often, the other way around). The language you
speak in a virtual world is a language from Reality.
You yourself are real, come to that; only the
character you play is virtual. Players can choose to
ignore these intrusions up to a point, but Reality
can always break in and end proceedings. “It’s all
46
Indeed, it’s debatable whether the resulting activity could
still be referred to as Chess.
47
The origin of the term is a book by Dutch historian Johan
Huizinga (Huizinga, trans. 1949), but it appears only as an
element in a list of examples. It was chosen from this list as a
synecdoche for the overall concept by US game designers
Katie Salen and Eric Zimmerman (Salen & Zimmerman,
2003), who in so doing popularised it.
Chapter 1 Realities and Gods
43
fun and games until someone loses an eye. Then,
it’s just fun.”
48
.
So far, the argument is pure pessimistic-
exclusive. This is the point at which it changes
tack.
Suppose the reason the magic circle is porous is
that virtual worlds are indeed part of Reality. For
the purposes of play, the players wishfully
maintain the idea that they’re separate realities,
but in truth (as can be seen by what happens when
the bubble of the magic circle is popped) they’re
just kidding themselves. If you remove the players,
you don’t have a reality: all you have is a
sophisticated computer program.
This suggestion that virtual worlds live all in
the imagination is a seductive one. I would
nevertheless argue that the word “reality” does
remain appropriate here. Yes, all you have may
well be a sophisticated computer program but
it’s still a reality. It may not be a reality for us, but
it’s one for those characters we create to inhabit it.
That’s not the end of the attack, though.
What these examples have in common is the
notion that for you, a reality is a conceived space
that your consciousness can inhabit. Even my
engineering-oriented line of argument accepts this
as the truth; where it differs from the more
48
I believe this is a quote from Wednesday Addams, but all
my attempts to find confirmation have to date been
frustrated.
How to Be a God
44
human-oriented line of argument is that mine
doesn’t treat the statement as a definition of what
a reality is, whereas the other one does.
If we nevertheless accept for the moment the
“virtual worlds live all in the imagination
argument, it follows that there’s a single
paramount reality (Schütz, 1945) what I’m calling
Reality
49
and then many strata of other realities
depending on where people are currently
projecting their thoughts. “The world of science
would be a reality in this light as would “the
world of athletics”, “the world of philately”, “the
world of Robin Hood” and so on. This way of
couching what realities are has quite some
philosophical heft to it, too, as we shall see later.
So, that’s the combined argument: virtual
worlds aren’t separate from Reality because your
mind constructs and interprets them the same
way it does Reality. If they’re separate realities
then so’s Leicester.
To be honest, I do have some sympathy with
this approach, because it’s satisfyingly
reductionist: all you really know is that you know;
everything else is speculation
50
. When it comes
down to it, though, I side with objectivity over
subjectivity. It’s not believing that something is real
49
Tolkien called it the primary world (Tolkien, 1964), which I’ll
bring up again in due course.
50
This is Descartes’ “I think, therefore I am”, only less well
put. I’ll bring this up again in due course, too.
Chapter 1 Realities and Gods
45
that makes it objectively real
51
; it’s the possession
of certain physical properties that makes it
objectively real.
We could both work in “the world of high
finance” and yet have completely different ideas
regarding what is and isn’t part of it; a virtual
world, on the other hand, is necessarily the same
for both of us. Likewise, “the world of 1980s pop
music” fades into and out of existence depending
on how many people are talking or thinking about
it; virtual worlds continue to exist independently
of whether anyone is playing them or not.
The way to decide if a candidate reality is part
of or separate from Reality centres on how you
access it from Reality.
If, to access a reality, you have to attach to an
entity operating under a different set of physical
rules to that of Reality, how can you legitimately
claim that this reality is Reality? It must be
separate from it. If you don’t have to access it this
way, how can you legitimately claim it is anything
other than Reality? It must be part of it.
So it is that for the remainder of this book I
shall be referring to realities as if they were
physical spaces
52
rather than perceived spaces
albeit physical spaces which may be contingent on
51
Actually, it is for some gods it’s how Ptah created Reality,
for example. Yes, you guessed right: I’ll also bring this up
again in due course.
52
Which is to say places. I briefly discuss the difference in
Chapter 7.
How to Be a God
46
the existence of other physical spaces to support
their own existence. MUD qualifies as a reality, but
the hardware that runs it is in Reality.
That said, there is a way to reconcile these two
definitions of a reality (that is, as physical or as
perceived spaces); I briefly alluded to this earlier.
The key is that you define a space to be a reality if
it is (or at least in principle could be) a paramount
reality for an individual native to it. It doesn’t
matter whether we, as visitors to a space, think of
it as a reality or not: it’s what that space’s
programmed-in characters think (or would think, if
they had the smarts) that make it a reality.
Virtual worlds, then, are examples of realities.
The Central Conceit
Thank you for your patience.
I’ve spent most of this chapter blithely touching
on topics that are relevant to what I want to say,
but aren’t themselves what I want to say. I had to
present them in a certain order, so that I didn’t use
any technical terms before I explained them. The
result is rather more impressionistic than it is
expressionistic; I hint at where I want to go, but I
veer off in other directions, too. Really, you
probably could do with a signpost.
Chapter 1 Realities and Gods
47
So, here’s the signpost. It has two parts: where
we’ve been and where we’re going.
First, where we’ve been.
Several decades ago, I co-wrote the progenitor
of a class of computer games known variously as
MUDs, MMORPGs and MMOs, which here I’ve
been calling “virtual worlds”. These worlds share
enough properties with the world we live in, which
I’ve been calling “Reality”, that it’s worth
investigating whether conjectures about the
former could apply to the latter. I’m calling the
kind of thing that virtual worlds and Reality are
“realities”, because I need an umbrella term and
this one fits (at least from the perspective of
someone who has made one). I’m calling the people
who design realities the “gods” of those realities,
which is indeed what the players of MUDs called
them until the worlds became so large that said
gods stopped making appearances.
Second, where we’re going.
Although not all realities are examples of virtual
worlds, virtual worlds are all necessarily examples
of realities. If you’re a god of a virtual world, you’re
a god of a reality; you can speak with some
authority about what it means to be a god of such a
reality. Sure, that doesn’t mean you know anything
much about being a god of other kinds of reality,
but it does mean you’re better qualified to talk
How to Be a God
48
about the practicalities of being a god than are
people who have never been one at all
53
.
I know what decisions those who create
realities have to make. I know why realities are
created, how they are designed and who gets to
visit them. I also have questions regarding how to
treat the population of characters that we install in
them.
The central conceit of this book is that if I know
these things about creating realities, that’s
practical advice which may be useful for anyone
pondering the creation of Reality.
I am an academic
54
, but (despite its having a
references section) this isn’t an academic book.
There have been thousands of works written about
gods, belief systems, religions and multiple worlds,
and the people who have studied them know more
about the subject than I possibly ever could.
There’s no shortage of research papers even on the
specific sub-topic of religion in computer games,
with special issues of journals devoted to it
55
. My
aim isn’t, therefore, to support some hypotheses
and to debunk others; how could it be, when I have
only a superficial understanding of them at best?
No, my aim with this book is to say how things
are in practice when it comes to creating realities.
53
Post-modernism is all well and good for understanding a
reality, but it’s next to useless for creating one.
54
You can tell by the presence of all these footnotes, right?
55
Such as (Heidbrink & Knoll, 2014).
Chapter 1 Realities and Gods
49
Philosophers and theologians can do what they will
with this information, and that’s fine; the only
thing they can’t do is dismiss it. It may be mainly
opinion, but it’s well-founded opinion.
Suppose a professional historian has spent the
bulk of their adult life to date studying, say, the
way that folk tales were adapted for different
audiences in 1400s Ireland. If a monastic archive
was found to contain an old text, written by an
Irish bard, explaining exactly how tellings and
retellings of ancient stories were achieved from
the perspective of a practitioner, the historian
would be somewhat remiss not to treat this as
potentially useful information.
Likewise, if you’re a career theologian (or even if
you merely have an interest in the origins of
Reality), you should at least take some note of what
a practitioner of reality-creation says. Hey, if the
practitioner is speaking nonsense, maybe you can
explain exactly why it’s nonsense so they can
update their knowledge accordingly? I for one
would certainly be interested if a theoretician were
able to tell me how to design better virtual worlds,
because the end result would be something I
passionately want: better virtual worlds.
Creating virtual worlds is not science. It’s art
expressed as engineering. Whether your culture
roots its philosophy in reason (Ancient Greece),
karma (Ancient India), harmony (Ancient China),
emotion (Ancient Africa) or anything else may
How to Be a God
50
speak to the art, but the engineering is deaf to it.
Engineering and science are related, however.
Scientists decide what to research by
alternating between theory and practice. They
make an observation about the world that they
can’t explain (“Why is there gravity?”) then they
develop hypotheses to come up with answers
(“Maybe there’s a fundamental particle that carries
it”). They design experiments to test these ideas
(“Let’s smash billions of large hadrons together
underneath the France/Switzerland border”) and
either these produce evidence in support of the
hypotheses (“Yay, Higgs bosons!”) or they don’t (so
one of “I guess we were wrong” or “We’re going to
need a bigger collider…”).
There’s an old joke in academic circles
concerning which university department is the
least expensive to run. A mathematician claims
that it’s Mathematics, because mathematicians
need so few resources: just a notepad, a pen and a
waste-paper basket. A theologian counters that no,
it’s Theology, because theologians don’t need the
waste-paper basket.
What this joke is saying is that theologians are
all theory and no practice. Unlike mathematicians,
they can make statements but they can’t prove
them; unlike scientists, they can construct
hypotheses but they can’t test them.
Well, with virtual worlds we can now at least
test some of these hypotheses: we have the ability
to look at, to reason about and to experiment on
Chapter 1 Realities and Gods
51
objective realities in ways that are simply not
possible with Reality. What previously has been a
matter of faith can now become a matter of, if not
necessarily fact, at least factually-informed faith.
What if Reality is to its sub-realities (such as
MMOs) as some super-reality is to Reality?
56
Thats what this book is ultimately about: using
what we know about reality-creation to inform
what we don’t know about Reality-creation.
56
As Charles Babbage rather ponderously put it: “The notions
we acquire of contrivance and design arise from comparing
our observations on the works of other beings with the
intentions of which we are conscious in our own
undertakings.” (Babbage, 1838).
How to Be a God
52
Chapter 2
CONTENT TO
CODE
If I’m to address questions regarding how Reality
might work by making reference to how virtual
worlds do work, I should perhaps begin by
devoting some time explaining the latter, rather
than by simply diving right in.
As a designer, I’m mainly interested in how
virtual worlds are designed. That’s only part of the
story, though. Ideas and plans don’t make
programs: someone actually has to implement
them.
In software engineering terms, design takes
place during the pre-production phase of
development. The process of turning a design
document
1
into an executable program takes place
during the production phase of development. There
are two other phases: roll-out, in which the product
1
Indulge me, please, programmers. I don’t want to have to
alarm non-programmers with the full truth of how
incomplete, inconsistent and at times incomprehensible
these collections of badly-written specifications really are.
Chapter 2 Content to Code
53
is released; and operation, in which it is run,
maintained and operated as a service. For virtual
worlds, there’s a further, final stage known as
sunset, during which the service is closed down in
an orderly manner (usually because it has too few
players to break even).
I’ll be touching on all these phases in this book
2
,
but I’m going to begin with production because
that’s where the machinery of virtual worlds is
brought into being.
The designer of a virtual world can’t simply
produce their design and expect to see it
materialise exactly as written: there are limitations
on what it’s possible to program, and the design as
envisaged could well have flaws
3
. Also, the process
of manufacturing a virtual world will itself affect
the design: there will inevitably be aspects that the
designer hasn’t considered which will only come to
light when the program intended to match the
design is being written; there will also be other
aspects that the designer has considered but which
the programming exercise exposes as impractical.
The general rule is that design dictates 80% of the
final product and implementation dictates the
other 20%. The trouble is, you don’t know at the
2
In the case of pre-production, probably more like thumping
than touching.
3
I may be kicked from the designers’ union for suggesting
this, but here goes: we aren’t entirely perfect.
How to Be a God
54
outset which 80% of the design is the part thats
fine and which 20% is the part that isn’t.
This is the fault line where reality design and
program design collide: it restricts what you want
to what you can have. In line with the aims of this
book, it will in due time present us with new ways
to think about what both might mean for Reality.
You’re safe from that for the moment, though.
All this implies that I’m first going to have to
talk a bit about the construction of virtual worlds if
much of what follows is to make sense
4
.
Dramatis Personae
Let’s begin by looking at the various people
involved in the creation and playing of virtual
worlds.
The vast bulk of humanity has never had any
contact with a virtual world (yet). For those of us
who have, there’s a relationship between who we
are in Reality and who we are in any given virtual
world. The principals are:
Designers.
Developers (programmers and artists).
Customer support representatives.
Players.
4
Note how I carefully avoided saying that it will make sense.
Chapter 2 Content to Code
55
(Also another category that isn’t exactly
oh, wait and see.)
Designers are the people who plan out what a
virtual world will be like. As such, they are the gods
of these realities.
Modern MMOs are rarely designed by just one
person, though: there’s a design team. Team
members specialise in particular systems (such as
the game’s economy) or particular spaces (such as
a specific zone of the game world); they all qualify
as gods, but most design in accordance with the
design of someone else. This person, who has full
overall creative control, is called the lead designer
(or, for very large projects, the game director).
The lead designer also operates within
constraints, any of which could quite possibly
change during the production phase (so entailing a
redesign). Uppermost among these are the
project’s business requirements, covering aspects
such as the budget and the scope of the game.
These can at times be quite prescriptive, for
example if you’re designing a virtual world for an
existing intellectual property then much of its lore
will be imposed upon you externally. Even so, in
the general case it’s the lead designer whose
artistic vision is being realised
5
by the rest of the
design team and by the programmers, artists,
musicians and everyone else involved in
developing the virtual world (there could be
5
Strictly speaking, I guess this should be “virtualised”.
How to Be a God
56
hundreds of them). Thus, it’s the lead designer who
is definitively responsible for how the virtual world
will be.
That’s not quite the same as saying that lead
designers are gods, though.
My basis for asserting that the designers of
virtual worlds are the gods of those worlds is that
they control the physics. Do they, though? Don’t
the programmers control the physics? With MUD,
it didn’t matter because Roy and I both did both
jobs
6
. However, for modern, large-scale MMOs,
designers design and programmers program. So
are an MMO’s gods its designers or its
programmers?
Well, ultimately the designers are, because the
programmers program to the designers’ design.
Programmers nevertheless do have a meaningful
level of creative input, so you could argue that they
are indeed gods, just lesser gods. Artists often
undertake design work, too, as a lot of the world-
building can be (and indeed is) handed over to
them. They aren’t able to change the physics of the
virtual world, but they do get a say in how its local
geography is set up, so also make a god-like
contribution
7
.
6
That said, this can itself lead to internal conflicts when a
single individual has the roles of both designer and
programmer (Farmer, 1993).
7
The graphics themselves, like the music and voice-acting,
are purely interface elements present for the benefit of the
Chapter 2 Content to Code
57
If you’re alert to mappings, you may well have
noticed a correspondence here. Lead designers are
like ruling gods such as Zeus, with the rest of the
design team being specialists in either particular
systems (in the same way that Hephaestus is the
god of crafting) or particular spaces (in the same
way that Athena is patron of Athens, Sparta and
Syracuse). Programmers and artists are like
nymphs: divine beings who form and animate
nature at the behest of gods
8
.
To keep things simple, in this book I’ll tend to
refer generically to “designers” as being the gods of
virtual worlds. I thought I’d give programmers and
other developers a shout-out, though, so they know
I haven’t forgotten them
9
. They rarely get the
creative credit they deserve. Formally, they’re the
supernatural beings of virtual worlds.
Customer service representatives are not
developers. Their position involves dealing with
the flak that is inevitably thrown up by the people
playing the virtual world. CSRs are effectively
demigods: they can’t define or change the physics
of the virtual world in any way, but they are able to
perform tasks that players can’t by using tools and
commands that are not available to customers. For
people who play the virtual world; as they’re used at the
moment, they don’t contribute to its physics.
8
The difference is that programmers and artists wear more
clothes when at work and nymphs don’t subsist on pizza and
Red Bull.
9
Not producers, though: those, I have forgotten.
How to Be a God
58
example, they may be able to advance a quest for
you, or to teleport you back to civilisation if you
somehow fall through the virtual world’s
architecture
10
. Note that although CSRs (and this
also applies to playtesters) aren’t gods themselves,
they do have the ear of the gods: they can tell them
what damn well needs to be fixed right now if
Terrible Things aren’t going to happen, and expect
the gods to hear if not necessarily to listen.
The people who play a virtual world are its
players. They are individually represented within
the virtual world as characters. Because the gods
and demigods are also represented by characters
when they make an appearance in the same reality,
sometimes a distinction is made between
immortals and mortals a relic from the days when
regular player characters could die and stay dead.
Players themselves (as opposed to their characters)
can also be legitimately referred to as heroes, for
reasons I’ll explain in Chapter 5. No-one does refer
to them as heroes, though; I really only mentioned
it to manufacture a paratextual reference to the
title of the fourth supplement to the original set of
Dungeons & Dragons rules: Gods, Demi-Gods and
Heroes (Kuntz & Ward, 1976).
10
This has happened to me as a player in World of Warcraft,
The Secret World and The Elder Scrolls Online. Only in WoW did
a CSR actually rescue me I had to quit and reset in the
other two (and no, to those TSW and ESO CSRs reading this,
the /stuck command didn’t work).
Chapter 2 Content to Code
59
Some players refer to their characters as
avatars. The term, which was borrowed, loaned,
imported, appropriated or stolen (your choice
11
)
from Hinduism, has a long history in virtual
worlds, its having been used as the actual name of
one of the first such realities
12
and to refer to the
graphical appearance of player characters in
another
13
. Designers continue to use it in the
appearance-only sense, but the novel Snow Crash
(Stephenson, 1992) popularised it among players to
mean the character itself, which has led to some
confusion
14
. I shall be avoiding its further use in
this book (except in the context of Hinduism), but
have mentioned it here because it is a term that
still has currency especially in social worlds
and I would be remiss if I didn’t.
Sometimes, by the way, players can play
characters who are gods in the fiction of the
game world. This was the major selling point of an
early MUD called Lap of the Gods (or Gods for
short), and is also the premise of the rather more
recent MMO, SkyForge. However, players are only
actually gods of a virtual world if they can change
its physics something impossible in both these
11
If you want help deciding, see (De Wildt, et al., 2019).
12
The one called Avatar.
13
The one called Habitat. It’s generally recognised that
Habitat first introduced the term this way, although it was
also introduced independently by other games.
14
See (Carter, et al., 2012) for evidence of this with regard to
EVE Online.
How to Be a God
60
examples, because if they could then they would
and the game would inevitably crash as a result
15
.
Some players may have god-granted access to
different physics, but that only makes them eligible
to be thought of as demigods, not as gods. That
said, if the gods no longer bother with the game
then the demigods may well have sufficient powers
to run it as ersatz gods (Lawrie, 1991) (Lawrie,
2003).
So: we have gods (designers), supernatural
beings (developers), demigods (administrators) and
characters (players). I did, however, suggest that
there was another category of person involved in
virtual worlds, but that there was something fishy
about it.
Well, this other category is comprised of the
ordinary inhabitants of the virtual world who have
no player controlling them: the non-player
characters, or NPCs. NPC is an old role-playing
16
game term which came about in opposition to the
characters played by players player characters, or
(less commonly nowadays) PCs
17
. NPCs, along with
15
See Chapter 3’s section on self-modifying systems for an
explanation as to why “a virtual world based on unconditional
but consequential magic cannot exist(Bainbridge, 2010)
(italics original).
16
I used to spell this rôle-playing, but reluctantly had to move
with the times.
17
Some social worlds call the player characters players and
the players typists (Hess, 2003).
Chapter 2 Content to Code
61
monsters
18
and everything else, are handled
entirely by the physics of the virtual world of
which they are ingredients. They aren’t played by
people from Reality, but it’s not unimaginable that
they could be the people of their own reality (as
we’ll consider extensively in Part 3).
Figure 1 summarises all this as an easier-to-
follow-than-the-text table
19
.
18
NPCs and monsters are examples of what are called
mobiles, or mobs for short. The differences between them are
discussed in Chapter 6.
19
Contrary to custom, I don’t number tables and figures
separately, because in my view that makes them harder to
find. What can I say? I’m a rebel.
Rank
Virtual
worlds
Ruling gods
Lead
designers
Specialist
gods
Designers
Supernatural
beings
Developers
Demigods
Administra-
tors
Heroes
Players
Everyday
folk
NPCs
Figure 1 Dramatis Personae Examples.
How to Be a God
62
I should perhaps point out that although
Athena, Hermes and Heracles are all children of
Zeus, and Maia (the eldest of the Pleiades) is the
mother of Hermes, such a degree of nepotism is
not normally evident among those who work with
virtual worlds.
Anyway, now that we’ve covered who does what
and vaguely why, let’s look at the virtual worlds
themselves. What are they?
Well, they’re a collection of pieces of software.
Software
I won’t be delving into great levels of detail in this
section, because the result would be a stodgy
mess
20
.
The consequences of this decision are sure to
annoy those readers who know about software
21
,
but by providing a somewhat simplified overview I
can spare those readers who don’t know about
software from undue suffering. Therefore, if I make
a statement and you want to shout “Duh!
Firmware!” at me, be assured that I am actually
20
I can say this with some certainty, because I did initially
delve into great levels of detail and the result was a stodgy
mess.
21
I can say this with some certainty, too. because I know
about software myself and said consequences do annoy me.
Chapter 2 Content to Code
63
aware of what I’m glossing over, but that from the
perspective of this book the cost of precision
outweighs its value.
So: computers are pieces of hardware which
follow instructions presented to them as software.
The hardware is a physical machine. If you want
to change how it works, you have to change the
wiring
22
. You can’t replace a memory card by
running a program: you have to switch off the
machine and do it manually.
Software constitutes the data for hardware. It
encompasses whatever programs run on the
hardware, along with whatever ancillary data they
use. It can control the hardware, but it can’t change
it. It can change the software, albeit not freely:
while running
23
, programs are usually considered
to be invariant and inscrutable, for reasons I’ll
explain anon. Indeed, programs (the stuff of which
is called code) are often loaded into a specially-
protected area of computer memory precisely to
prevent them from being modified while they’re
running.
Regardless of whether or not a program is
running, changing it will usually require the
attention of a programmer that is, a human
22
Ah-ah-ah, programmers and electronic engineers! No
shouting at the author, remember?
23
The technical term is executing. Fortunately, executing a
program is not the crime that executing people is. That said,
see Chapter 7….
How to Be a God
64
being
24
. Programmers and computers are in the
main mutually unintelligible. Programmers write
programs in high-level languages, which are
meaningful to programmers but meaningless to
computer hardware. A program called a compiler
translates high-level language source code into
binary executable code that is meaningful to
computer hardware but meaningless to
programmers. The computer can then load this
binary form into its memory and run it directly.
To make changes to a program, a programmer
must: edit the source code; recompile it; stop the
program if it’s currently running (they may indeed
need to do this before the recompilation); start the
new version running from the beginning.
The reason the program must be stopped if it’s
currently running is that otherwise its behaviour
would almost certainly cease to make sense.
Imagine you were reading a book on an e-reader
and, mid-sentence, the entire text was replaced by
an updated version. You could now be looking at a
completely different word, and even if you found
your old place (assuming it still existed) you
wouldn’t know if everything you’d read up until
that point still held. This is what it’s like when you
overwrite a running program with a new version:
it’s almost certainly going to result in garbage
behaviour.
24
Despite what media stereotypes of programmers might
have you believe, programmers are human beings.
Chapter 2 Content to Code
65
You can sometimes safely modify the code of a
running program from another program, as
anyone who has poked bytes in a 1980s home
computer will be aware, but even then you’d really
want to suspend the program while you did it
(unless screwing yourself over was your goal).
Refreshingly, non-executable data can
arbitrarily be changed (or looked-at) (or both) while
the program using it is running, so long as it stays
within whatever limits the program expects
25
.
Right now, I’m entering this text using a word
processor (Microsoft Word, because often it works
just fine
26
). When I started the program up, it
loaded the text into computer memory (as data)
from a file. The keyboard characters flowing freely
from my fingers are being used to direct changes
to said data; the end result will be stored in a new
version of the file.
In terms of this example, then: the word
processor is a program a piece of software; the
text of this book is data for this program; the
program’s executable runs on hardware, which at
the moment is my personal computer
27
.
25
For example, if the program is expecting to see an integer
between 0 and 6 that represents the day of the week, it’s
going to complain should you change a 3 to 4.7, -6 or
“Sunday”.
26
Hmm, maybe I’ll save, just in case.
27
I use the word “runs” for reasons of convention only.
Despite the fact that I have a high-end games machine,
How to Be a God
66
Data can be fiddled with using programs, but
there’s not always the need. For example, a word
processor’s dictionary qualifies as data, but it won’t
usually be changed except perhaps if the user
switches it out for a different dictionary (an
English one isn’t going to be much use if you’re
writing in Spanish
28
).
Some data will absolutely never be changed,
though. If your program uses the mathematical
quantity π (pi), there’s no sense in keeping it in a
separate data file to load in every time you run the
program: its value is fixed
29
. Constant quantities
such as π can therefore be embedded in program
code directly.
When data values are written straight into the
code, they’re said to be hard-coded. If they’re
initialised from or stored in files external to the
program, they’re said to be soft-coded. The latter
term isn’t actually used very often, because the
default assumption is that data values are soft-
coded; it’s mainly employed when referring to soft-
coded code.
Ah, yes. I said earlier that computers are pieces
of hardware which follow instructions presented
“walks” would be a better description of its behaviour.
Thanks, Windows 10.
28
I intend one day to write a general English-to-non-English
dictionary that has each word in English translated into that
same word but IN CAPITAL LETTERS.
29
Approximated in binary (because it’s an irrational), but
nevertheless fixed.
Chapter 2 Content to Code
67
to them as software. This is indeed correct.
However, it’s also possible for pieces of software to
follow instructions presented to them as data.
Programs can handle data in a manner analogous
to that in which hardware handles software. The
meaning of the ones and zeroes in a program’s
memory is determined by the program: if the
program chooses to interpret them as instructions
then that’s what they are.
When this happens (and it happens a lot), it’s as
if we have two programs running. One, running on
the hardware, is an interpreter. The other, running
on the interpreter, is a script. It could also just be a
program, though: whether to call an interpreted
program a script or not is largely a matter of taste
and context.
Scripted code is of special interest from the
perspective of this book because it can self-modify
much more easily than can regular code. The
designers of computer hardware and operating
systems go to great lengths to stop code that’s
currently executing from being accidentally
overwritten, and they also put barriers in place to
prevent programs from stomping on one another’s
data. They arent at all bothered by the possibility
that a program might run riot over its own data,
though; that is, after all, what many programs are
meant to do. To an interpreter, its script
constitutes its data; as such, the script is already in
a form amenable to program manipulation, so it
can in principle be changed by itself relatively
How to Be a God
68
easily while it’s executing. Whether that’s a good
idea or not is beside the point.
To summarise, then: scripts are interpreted by
interpreters, and can readily (if not necessarily
advisedly) be modified while they’re running;
programs (including interpreters) are executed by
hardware
30
, and are very difficult to modify while
they’re running; hardware operates according to
the physics of Reality, and can’t be modified
programmatically at all while it’s running
31
.
Fundamentally, then, the basic model of a
digital
32
computer involves parts you can’t change
(hardware) and parts you can change (software).
Software that is run (programs) is harder to
change than software that isn’t run (regular data).
Figure 2 illustrates this diagrammatically.
30
You can script interpreters to script interpreters, but
happily that isn’t germane to this book.
31
Other methods for modifying hardware remain possible: I
once took a sledgehammer and a power drill to a hard drive,
for example. It had it coming.
32
Analogue computers don’t even have the programs. In
effect, for the task they do, the code is constant and can be
embedded directly in Reality. This means that analogue
computers can only really do one task, but that this can
involve continuous quantities rather than discrete (that is,
digital) quantities.
Chapter 2 Content to Code
69
Let’s consider what this means for the
implementation of virtual worlds.
Engines
Right! So, virtual worlds! Fascinating though the
foregoing overview of basic computer architecture
was in its own right
33
, I did undertake it for a
reason; well, for several reasons actually, of which I
shall now relate the first.
33
Especially if you forewent it.
Figure 2 Hardware and Software, Somewhat Simplified.
Computer
software
hardware
Program
Data
Script
executed
by a
uses
which
can be a
that
uses
How to Be a God
70
Virtual worlds are programs. One of their
primary functions is to implement the set of
physical laws governing their reality. These laws
are embodied in the virtual world’s software.
So far, so good.
There are three main ways a virtual world’s
physics can be so embodied:
Hard-coded. The physics of the virtual
world’s reality never changes and can be
implemented directly in an efficient
systems-programming language. Only the
current state
34
of the reality needs to be
stored as data.
Soft-coded. The physics can’t itself be
changed, but some of its properties can be.
Gravity’s strength (represented as a
number) could be increased or reduced, or
even made negative, but gravity will always
have the same functionality. It can’t be
made to apply only to liquids, for example.
Interpreted. The physics can be changed
even while being applied. The laws of
physics are objects of the virtual world, and
could themselves be subject to laws of
physics if the designer so decided.
Virtual worlds can be implemented using any of
these approaches. Given the complexity of modern
34
This is actually a technical term, but it means what it looks
as if it should mean. I go into more detail about states in
Chapter 3.
Chapter 2 Content to Code
71
MMORPGs, they’re probably going to use all three
of them in various capacities; however, there will
always be one that dominates the others. Crucially,
this central approach determines what
supernatural powers the reality’s gods (and to
some extent demigods) have while the virtual
world is running.
If a reality is hard-coded, the only powers its
gods have are the ones explicitly coded-in. In such
a situation, the gods will be able to do some things
that other beings can’t, but they don’t have much
flexibility. If they want to make a permanent
change, they have to carry out the appropriate
alterations to the reality’s source code, then
compile it into a new executable, shut the reality
down, then restart it using this new executable.
From within such a reality, if you asked a god to do
something for you, OK, well the god could do it, but
they’d have to stop and restart the reality for it to
happen. Such a reboot would annoy the players and
could have major implications for the NPCs; I’ll be
discussing these in Part 3.
If a reality is soft-coded, gods have more
extensive powers at their fingertips. They can
create new objects at will without interrupting the
operation of the reality (so long as those objects
aren’t too dissimilar to existing objects), and they
can tweak the settings of what in a hard-coded
world would be a constant value (such as the
atomic mass of gold, say). What they can’t do is add
new functionality to an object. They couldn’t make
How to Be a God
72
it that if you now put two gold coins next to each
other then they will melt together and form a
single gold coin with the same volume as one coin
but double the mass. The physics software would
have to be rewritten and recompiled to do that,
entailing a reboot.
If the reality is interpreted, well, anything goes!
The virtual world will run more slowly in Reality
35
,
but the NPCs won’t notice and the prize is that
their reality’s god or gods will be able to make
whatever changes they desire, on the fly. Of course,
were one of the gods a feeble programmer then
we’d see a few extra crashes this way, and the more
that physical laws were changed then the harder it
would become to keep track of what such laws
currently pertained. It’s a very, very flexible
technique, though.
For the most part, virtual worlds today take the
soft-coded approach. Interpreters are less efficient,
and although designers would appreciate the
flexibility, live updates to a virtual world’s
functionality aren’t a good idea (for soon-to-be-
discussed self-modification reasons). The soft-
coded solution, which endows the ability to make
extensive tweaks to object properties without
kicking everyone out for a reboot, is still pretty
good, though especially when fire-fighting bugs
35
As a general rule of thumb, interpreted code runs about ten
times slower than the same code would if compiled and
executed directly.
Chapter 2 Content to Code
73
or stomping on exploits
36
. Hard-coding is only
worth it if you know you’re not going to make any
changes. Thus, the soft-coded approach is usually
preferred.
This division between what should be coded-in
and what should be stored as data brings us to the
topic of game engines.
Game engines are basically portable pieces of
software that can be employed to create games (of
which most virtual worlds are examples). They
typically have functionality covering graphics,
physics, artificial intelligence, audio, networking
and the popular “much, much more”. There are
often several specialist engines available for each
of these components, and to some extent
developers are able to mix-and-match between
them; for the sake of simplicity, though, I’m just
going to use the term “game engine” to refer to the
general software platform upon which the game is
built, whether it’s all-in-one or made up of
middleware stitched together in a bespoke fashion.
The developer’s choice of game engine affects
the character of the resulting game (which in our
case will be a virtual world). Things the engine
makes easy to implement have a far better chance
of appearing in the final release than things it
makes difficult. If the engine has rag doll physics,
for example, this offers the designer options
36
An exploit is a design or programming bug that a player
consciously takes advantage of for their own ends.
How to Be a God
74
regarding combat that would otherwise be tricky
to include; furthermore, the designer may be more
tempted to pursue these options because of this. If,
on the other hand, the engine is poor in its
handling of, say, shadows, then the designer will
probably want to avoid heavy use of strong
lighting rather than waste programmer time
trying to improve matters for little material gain.
In the text days, the differences between
engines
37
were more pronounced than they are
today. For example, if an engine had magic hard-
coded into its physics then that would make it a
good choice to implement a virtual world that used
a similar magic system. It would be a bad choice to
implement a virtual world set aboard a starship. If
you wanted to construct an original magic system,
there were game engines that would make it easier
for you to do so. If you wanted players to be able to
create their own, independent magic systems
within the virtual world, there were game engines
that would accommodate this desire, too. Several
major game engines existed, each with their own
offshoots
38
, so designers weren’t overly dictated-to
by engine availability.
That said, some textual engines came with
predefined sample worlds (which is easier to do in
37
They were called codebases back then; only the hard-coded
part was referred to as the game engine.
38
For a late contemporary genealogy of MUD codebases, see
(Keegan, 1997).
Chapter 2 Content to Code
75
text than in graphics). These were often
incorporated into the final games, as anyone who
knows Midgaard from playing a DikuMUD can
doubtless confirm. After all, if it’s already written,
why throw it away?
As a result, we wound up with a group of virtual
worlds with similar content that were much of a
muchness (a phenomenon known as stock MUD
syndrome).
You may have noticed that I used the word
contentagain there. This is an important concept
in virtual worlds.
Content
What’s the point of restaurants?
The owners, the chefs, the kitchen staff, the
wait staff and the customers may all have different
answers to this question, but ultimately it comes
down to food. A restaurant without food isn’t a
restaurant.
Food is the content
39
of restaurants. It’s
different in each restaurant (or at least each chain
of restaurants), but it’s what makes a restaurant
worth visiting as a restaurant. It doesn’t matter
39
Pronounced CONtent, not conTENT.
How to Be a God
76
how good the restaurant’s location, ambience,
menu or chef is if there’s no food.
In computer games, content is that which the
players consume while they play.
You could create a vast virtual world, with
beautiful scenery, exotic creatures, a fully-realised
populace of NPCs and an enticing character-
creation system, but if there’s nothing for players
to do in it, it lacks content
40
. They might spend
some time looking at scenery, or admiring the
wildlife, or stalking NPCs, or creating a character
who looks just like their favourite pop star might
after falling down an elevator shaft; all of these
count as content. The player is soon going to tire of
it, though, because whatever they do will rapidly
get repetitive. It’s content, sure, but there isn’t
enough of it. In a virtual world (well, an MMO,
anyway), you need gameplay.
This is from the perspective of the players.
From the perspective of the NPCs, there may be
quite enough content to keep them occupied. They
have people to see, places to be, giant spider legs to
purchase, undead horses to be tormented by: they
don’t play, they live
41
.
NPCs don’t pay the bills, though: players do.
Well, some players do: in virtual world with a
40
The best-known example of this is No Man’s Sky, which
launched with 18,446,744,073,709,551,616 different planets
(Murray, 2014), all basically the same. It’s improved since
then.
41
Not necessarily for very long.
Chapter 2 Content to Code
77
subscription revenue model, sure, they all do, but
under the free-to-play model that most MMOs use
today it’s mainly the stupidly rich or the richly
stupid who do. The majority of players either
hardly pay anything (in Asia) or never pay
anything (in Europe and North America).
This suggests that smart MMO developers
should target their games at high-rollers (known
as whales, a term originating in the gambling
industry); after all, these are the only players likely
to hand over money in noticeable amounts. Doing
that would be a mistake, though: the non-paying
players will leave if there’s not enough content for
them. As for why you might care if non-payers
ceased to sponge off you, well the answer is simple:
if they go, so do the whales. This is because players
themselves are content for each other.
If you have a virtual world, you therefore need
sufficient content to keep all your players happy,
not just the whales. Otherwise, you’ll have an
empty world. This is fair enough if that’s what you
want, but if not then there has to be a range of
activities that players can do with, to and
independently of each other.
So, here’s the thing you need to know about
content: it’s expensive to create. In its basic form,
some designer has to sit down and think up things
for players to do. They have to think up lots of
these things. Lots and lots of them. They need
other designers to be thinking up lots and lots of
them, too. MMO players typically play for two to
How to Be a God
78
four hours every night for months, years. That’s a
great deal of entertainment they’re going to
require to occupy their time. World of Warcraft
launched with 2,600 quests; its Burning Crusade
expansion raised this to 5,300; its Wrath of the Lich
King expansion took it to 7,650. Six expansions
later, it surpassed 32,000
42
.
That’s just the quests. Content also comes from
the raiding, the exploring, the guild drama, the
player-versus-player (PvP) combat, the role-playing
and the myriad other opportunities players have to
engage with the virtual world and with each other
for extended periods
43
. In a modern MMO, it’s
mainly driven by the quests, though.
Virtual worlds don’t actually have to have
quests in the sense that World of Warcraft has
them. WoW’s quests are an example of explicit
content: content that is flagged explicitly to the
players by the game’s design as being content.
Virtual worlds can also have implicit content:
content that emerges implicitly from the rich
interactions of the various systems that make up
the virtual world’s reality. Most MMOs have some
of both, but will favour one over the other. The
42
The first three figures are official, having been cited by
WoW’s former director, Jeffery Kaplan, on a panel at the
Game Developers’ Conference in 2009. The figure of 32,000+
comes from (Wowhead, 2021).
43
In my case, when I cancelled my World of Warcraft account
in 2012, the total time I’d spent playing came to a few
minutes over 5,400 hours, or about 225 days.
Chapter 2 Content to Code
79
ones that favour implicit content are called
sandboxes; the ones that favour explicit content are
called theme parks.
Yes, I am indeed aware that “explicit content”
sounds as if it ought to be racier than it is, but
that’s technical terms for you. It’s therefore
somewhat ironic that non-game worlds such as
Second Life have entirely implicit content (in the
technical sense) which at times can be quite
explicit (in the ye-gods-how-many-penises-do-you-
need?! sense).
Because content is expensive to create, a
number of different methods have been employed
over the years to reduce the cost. Their availability
depends on the game engine used, but the main
ones that have found favour are as follows:
Game-mastered content (GMC). This is both
the most high-quality and the most
expensive kind of content, involving as it
does live interactions between select groups
of players and game masters (a bit like in
tabletop RPGs such as D&D). It doesn’t scale
well and requires both talent and flexibility,
so it tends to be the province of text MUDs
rather than graphical MMOs
44
.
44
In the best-known MUD that does this, Achaea, the game
masters have actual physics-changing abilities so qualify as
gods. Indeed, they’re formally referred to as “gods” in the
game. See (Iron Realms Entertainment, 2021).
How to Be a God
80
Hand-crafted content (HCC). This is also
expensive, as it requires each element to be
constructed individually by a designer. It’s
generally high-quality and can carry layers
of meaning that are rarely found in cheaper
types of content. Formal tutorials invariably
use HCC.
User-created content (UCC). This is content
overtly created by players, for players,
usually employing in-world tools. It’s
inexpensive (for the developer) and can be
fun (for the player). In a game context,
however, unless the player doing the
creation has some design ability, the result
will be content that either gives away loot
for next to no effort or is a death-trap
45
.
User-generated content (UGC)
46
. This content
emerges from interactions between players.
Competitive, PvP combat is a good example
of it, but UGC can also be co-operative. In
general, UGC is relatively inexpensive to
implement but can be expensive to manage
if relied upon too heavily.
45
I briefly explain why in (Bartle, 2016).
46
UCC and UGC are often confused. People will routinely use
the terms interchangeably, or just stick with one and employ
it for both types.
Chapter 2 Content to Code
81
Procedurally-generated content (PGC
47
). The
content here is created algorithmically to
programmed specifications
48
. It’s popular
because it’s cheap and can produce new and
individualised content in great quantities
dynamically. Sadly, in most
implementations to date it has tended to
get very samey very quickly.
Systems content. This doesn’t really have a
formal name, hence its lack of an acronym.
It’s the default kind of content, which
emerges from interactions between players
and the virtual world’s systems and
environments.
Systems content is implicit and underpins all
the others, thereby forming the basis of a virtual
world’s gameplay. The sandbox ideal is to have all
content be of this nature, but for it to work the
virtual world has to have multiple, complex
interacting systems that provide players (and
possibly NPCs) with a variety of objectives that
they can define for themselves and which they can
pursue either alone or in groups. Few MMOs
achieve this (EVE Online is perhaps the best-known
one that does), but most don’t try anyway as an
immediate wall of possibilities can overwhelm
47
The act of creating PGC is sometimes referred to as
procedural content-generation (PCG).
48
Not so much intelligent design as artificially-intelligent
design, then.
How to Be a God
82
newbies. Systems content, hand-crafted content
and game-mastered content are sometimes
described as designed content, as they’re created by
designers.
These different forms of content-creation can
usefully be classified as being either direct or
emergent, freeform or contextual:
Direct content is content created explicitly.
Hand-crafted content and user-created
content are examples.
Emergent content is content created
implicitly. Systems content, user-generated
content and procedurally-generated
content are examples.
Freeform content is content that can
potentially break the context of the virtual
world. User-created content regularly
delivers this (sports cars in medieval
worlds, that kind of thing), but user-
generated content can too (players
discussing the current president of the USA
in a fantasy setting
49
).
Contextual content is content that fits the
fiction of the virtual world
50
. Game-
mastered content, hand-crafted content,
procedurally-generated content and some
49
I’m aware that on occasions the fantasy may be more
believable than the reality.
50
Such content is called diegetic by scholars of Game Studies.
The term crops up again in Chapter 5.
Chapter 2 Content to Code
83
user-generated content are examples.
Systems content also formally goes here.
The most apposite of these relationships are
summarised in the table that is Figure 3. From this,
we can see that all contextual content is either
designed, emergent or both. Given that we have no
evidence that Reality contains anything other than
contextual content, we can therefore deduce that
it’s either designed, emergent or both.
Put another way: if Reality was created by one
or more gods, they knew what they were doing.
Having thus explained how virtual worlds do
content-creation, the natural question to ask is
how Reality does it. I shall indeed be asking that in
Content Type
De-
signed
Emer-
gent
Con-
textual
Game-mastered
(GMC)
yes
can be
yes
Hand-Crafted
(HCC)
yes
no
yes
User-Created
(UCC)
can be
no
no
User-Generated
(UGC)
no
yes
can be
Procedurally-
Generated (PGC)
no
yes
yes
Systems
yes
yes
yes
Figure 3 Content Creation Features.
How to Be a God
84
the next-section-but-one, however before I do so I
have one more concept to describe that wraps up
my discussion of how virtual worlds work (or at
least how the parts relevant to reality-creation
work).
Resets
For reasons of expensiveness, most virtual worlds
today have content that is consumed much faster
than it can be created, the few exceptions being
those that have a very high level of emergent PvP
content-creation (such as Crowfall and Albion
Online) or of very-slow-to-consume content (such
as Black Desert Online)
51
. This means that,
periodically, either new content has to be added, or
consumed content has to be made available again
for different people to consume. Otherwise, the
players won’t have enough to do and will leave.
Non-emergent new content comes in the forms
of patches and expansions.
51
When content involves repeatedly doing very similar
things over and over for little appreciable gain, it’s known as
grinding. Some players like it, but most don’t; the latter will
only (grudgingly) tolerate it for occasional, limited stints.
Chapter 2 Content to Code
85
Patches are updates performed to a regular
schedule (usually weekly
52
) in which bugs are fixed,
gameplay balance is adjusted, and, occasionally,
new quests or enemies are added. A patch is
basically like any other kind of software update,
except because it applies to an MMO (or other
game) it can include new content.
Expansions are large-scale changes, having
more of a revolutionary than an evolutionary feel.
The whole point of them is to add great swathes of
new content
53
, perhaps at the expense of some
existing content which may be sacrificed to serve
the overall narrative; this most memorably
happened with World of Warcraft’s third expansion,
the aptly-named Cataclysm.
As I said, though, new content is usually added
at a slower rate than that at which it is consumed,
so most MMOs also recycle content to ensure that
there’s enough for the players to do. There are two
ways of doing this: sudden resets (also known as full
resets or the Groundhog Day approach) and rolling
resets (also known as respawning).
Most modern MMOs use respawning to recycle
content. A monster is killed, its treasure is looted,
then the player goes off to do something else. A few
minutes later, the monster pops back to life (that
52
If a big hoo-ha is made over them then they’ll be months
apart and the weekly updates will just be called updates.
53
Cynics might argue that the whole point of them is to make
money, which may well be true but the way to make the
money is by adding new content to keep players engaged.
How to Be a God
86
is, it respawns) and the next player to wander past
can take it on. Alternatively, if the player doesn’t
leave, the monster is killed again by the same hand;
this tends to happen if the monster is wealthier
than usual (meaning its risk/reward ratio is lower
than for comparable monsters), or if staying in the
same place is less bother for the player
(comparable monsters could be far away), or if the
player desperately wants a particular item of loot
that the monster drops only very, very
infrequently
54
.
Figure 4 illustrates the difference between reset
and replacement strategies in the form of a handy-
dandy table.
Respawning isn’t exactly realistic, in that
Reality doesn’t work this way (don’t test it out,
kids!), but players accept it for its convenience. It’s
54
I once needed a particular tailoring recipe in WoW and
killed the same NPC more than 300 times in a row before
finally obtaining it. Because the NPC respawned faster than
its corpse despawned, I was standing in a sea of 30 identical
dead bodies for most of that period.
Reset
Replacement
A bit at a
time
Rolling resets
Patches
All at once
Sudden resets
Expansions
Figure 4 Reset and Replacement Strategies.
Chapter 2 Content to Code
87
only suitable for creatures and maybe some
destroyable objects, though. Complicated pieces of
interrelated content can’t easily be reset one
component at a time. For example, suppose nixies
55
inhabit the ruins of temple that’s submerged in a
lake behind a dam: if you were to destroy the dam,
the waters would subside and you’d gain access to
the nixies; you could then proceed to give them a
good telling-off for their policy of enslaving
humans. While so engaged, you wouldn’t want the
dam and the water suddenly to respawn and
drown you. You’d probably rather that it held off
awhile until after you were done with the quest.
MMOs that have this problem will instance the
content. This means that a special copy of the
content is created that’s private to the individual
or group experiencing it. Anyone else experiencing
the same content will be in their own instance. For
you, the nixies guarding the dam may be still alive
and putting up a fight to save it; for someone else,
these could be dead and the dam is starting to
crumble from the effects of multiple fireball spells;
for a third person, the dam is down and there’s a
fight going on in the temple to kill the
unreasonable nixie queen.
An instance, then, is like a pocket universe
that’s created to a template when the player
enters, only to disappear when the player leaves.
55
These are water sprites, ripped off from Germanic folk
tales by generations of RPG designers.
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88
A related feature is phasing. This is where the
world changes as a result of your character’s
having consumed content, so that in subsequent
visits to the area it’s no longer the same as it was
before. Other people, though, who haven’t
consumed the content, will still see it as (for you) it
was.
A good example of this appears in WoW’s
second expansion, Wrath of the Lich King, in which
a battle is about to take place at a location known
as Angrathar the Wrathgate. When the player’s
character arrives there for the first time, two
armies are laying siege to it. A number of quests
are given that help prepare for the combat to come.
These culminate in the start of the battle, the
outcome of which is shown as an extended cut
scene. Afterwards, whenever the player character
visits Angrathar the Wrathgate there will be no
armies present but there will be some wounded.
This is because the area is phased. If two player
characters enter its vicinity, one of whom has
previously fought in the battle and the other of
whom has yet to experience it, they will be placed
in different phases and will no longer see or be able
to interact with one another (communication
excepted) until either they both leave or the one
behind in quests catches up.
When the virtual world is simply too
complicated for either a rolling reset or localised
phasing to work, it has to be reset as a whole,
suddenly. The “suddenly” is because it involves
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unceremoniously kicking everyone out so the
virtual world can be rebooted. With instanced
content, you can wait until everyone has left until
you reset the instance; with the virtual world in its
entirety, there’s almost always someone playing it,
therefore there’s almost always someone who’s
going to be kicked out when it shuts down.
All early MUDs reset using this method (it
was/is timed to occur every couple of hours for
MUD2), but it slowly lost popularity. No-one likes
the inconvenience of being evicted mid-quest
several times an evening, and it can be dispiriting
to enter a game that’s close to being played-out.
Because of this, rolling resets have become the
norm.
That said, all virtual worlds have a sudden reset
when they’re brought down for patches or
maintenance. The forthcoming reset is advertised
well in advance, so people are aware that it will
happen; nevertheless, they’ll often continue to play
right until the moment that the server actually
disconnects them. Sometimes, it might be possible
for one geographic area of the game to be taken
down while another remains playable, but usually
it’s just easier if the whole shebang is halted and
the players are all locked out while the
programmers do their jobs.
Sudden resets also occur if the programmers
haven’t done their jobs and the game crashes.
Most MMO operators run multiple,
simultaneous instantiations of their virtual worlds;
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90
these are known as shards
56
. Basically, the
developers just duplicate their software on
separate server
57
clusters or cloud configurations.
This means that if a virtual world has only enough
content to service ten thousand players at once but
a hundred thousand people want to play,
overcrowding can be avoided by creating ten
separate shards that serve ten thousand players
each. All shards can use the same program, but
there will necessarily be differences in their data
because their players will not be performing the
exact same actions in each one.
Over time, the popularity of virtual worlds can
rise and fall. It may be necessary to add more
shards or to merge shards together. The latter
tends to happen more often than the former, and is
known as a server merge (because for historical
reasons, players tend to call shards servers); when a
nigh-full shard is split into two half-full copies,
that’s a server fork. Players don’t usually like server
merges as it disrupts the social status quo and is an
indication that the virtual world is in decline. Some
of them may have to change their character name,
56
The term originated with Ultima Online as a fiction to
explain why there was more than one copy of Sosaria (the
game’s world). The evil wizard Mondain trapped Sosaria in a
crystal which was then shattered; each shard contained a
refracted copy of the world (Garriott & Fisher, 2017).
57
A server is a computer or piece of software that provides
functionality for another computer or piece of software (a
client) upon request.
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too, if it clashes with that of a character on the
other shard
58
.
To avoid the problems of server merges, and to
help spread the computational load more
efficiently, many modern virtual worlds use an
approach called layering. In this, it’s as if every
shard is its own phase. As an individual player, you
will usually be placed in the same layer every time
you enter the virtual world, but layers are dynamic
and you can be switched between them
spontaneously (and imperceptibly); this would
happen if you grouped up with other players from
different layers, for example.
Layering isn’t going to work when the shards of
a virtual world diverge substantially (such as in
Ultima Online, where the location of your house is
shard-specific). It can also be a problem if you don’t
require player characters to have unique names. In
general, though, layers are a good way of managing
access to a virtual world that has little or no user-
created content, so long as its players can
communicate and group up across them.
Figure 5 illustrates the ways of replicating
virtual worlds in the form of a second handy-dandy
table.
58
Character names are often, but not always, unique to a
shard. If they weren’t, 50% of mages would be called Gandalf.
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These implementation approaches I’ve
described fall into two broad areas: replicating
parts or all of a reality (instances, shards, phases,
layers); and reset/replacement strategies (rolling
resets, sudden resets, patches, expansions). It’s
interesting to speculate whether any of these
might apply to Reality and what kinds of content
Reality has in the first place.
OK, so let’s speculate.
Real Content
Up until now, I’ve spent this chapter outlining
several concepts related to how virtual worlds are
designed and implemented. I haven’t examined any
of them in much depth, because you only need to
be reasonably clear about what they are and what
Base
Overlay
Specific
subset
Instance
Phase
Whole
world
Shard
Layer
Figure 5 Ways to Replicate Virtual Worlds.
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93
affordances come with them. I don’t expect you to
go away and code them in C++.
Those of you who nevertheless could go away
and code them in C++ might well be wondering
why I picked up on the particular aspects that I did.
I’m likely to bring more into play later on, yes, but
why start with these ones? Why am I at pains to
discuss the rather obscure topic of reset strategies
instead of maybe security, or account
management, or how to handle floods of
asynchronous commands?
Well, the reason I chose these specific topics to
open with is that they put us in a position where
we can think about what the implementation of
virtual worlds might have in common with that of
Reality. The promise of this book can now start to
be delivered: using what we know about the nature
of virtual worlds to gain insights into the nature of
Reality.
There are two directions from which we can
come at this, both summarisable as questions.
What do we see (or have we seen) in Reality that
rules out some of the approaches used by virtual
worlds? What, if Reality did adopt one of the
approaches used by virtual worlds, could we expect
to see but don’t (or haven’t)?
When I say “what we see” here, I’m essentially
suggesting that we look at evidence. What counts
as evidence, though? The kind of observations that
scientific disciplines accept are definitely
admissible, of course, but they’re not much help
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94
when it comes to the kind of physics-breaking
events that gods can bring about. In addition,
therefore, and in line with my assumption that all
Reality’s gods exist, I shall also accept as fact any
historical account of supernatural incidents in a
non-fictional context (even when contradicted by
other such accounts
59
or by science).
I’m happy to do this, because it enables me to
accord each proposal as much support as can be
mustered for it. Whatever conclusions I might then
draw can’t subsequently be dismissed by appealing
to an account that denies them. For example, if I
only accepted hard science then I couldn’t argue
that looking at the right metal snake can cure you
of the effects of snake venom, whereas if I accepted
supernatural accounts then I could
60
. Being open
to such possibilities from the outset means that
any conclusions I draw will be far more robust
and far more useful, too.
I’ll begin this exercise by first examining
content generation, then moving on to reality
partitioning, before finishing the chapter with a
look at reset strategies.
So, as I said earlier, virtual world designers
create content for players rather than for NPCs.
This doesn’t mean that Reality has to be that way,
though: it could contain content designed for NPCs
59
Few explanations of how Reality was created tend to agree,
for example, but that’s no reason to discount them.
60
Numbers 21:4-9 in The Bible, if you’re wondering.
Chapter 2 Content to Code
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(which is to say, us) rather than exclusively for
players (which is to say, beings from the reality
where Reality’s hardware can be found). I’ll
therefore examine the subject of content-creation
from both these perspectives.
The first point of view I shall consider is that of
a player of Reality. We, as I slyly noted in the
previous paragraph, are not players of Reality:
we’re Realitys non-player characters
61
. How might
we recognise these “players” of Reality, then?
Although there are plenty of recurring
examples of gods and demigods visiting Reality,
accounts of players doing so are much more
clustered; we haven’t had any for many centuries.
Indeed, Christianity has had no players at all visit
Reality from God’s reality except (if you take a very
bold line) just maybe those playing as prophets
62
.
The Ancient Greeks, by contrast, describe scores of
players who have visited Reality they’re true
standard-bearers for the cause. For example (using
the terminology of virtual worlds), the player
character Heracles
63
was the son of the non-player
61
“Though you may think of the world as God’s play, you are
not God.” (Riezler, 1941).
62
You could view saints as player characters, but given that
many of them met very sticky ends it’s more likely they were
just exceptional NPCs. You or I could conceivably become a
saint if we did the right things (well, you could, anyway) but
we could only become prophets if we were sent as such by
God.
63
Hercules, if youre from Ancient Rome.
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character Amphitryon and the designer’s player
character Zeus. There was an abundance of such
characters around in the Ancient Greeks’ heyday.
That doesn’t seem to be the case these days,
though, as far as we can tell. Nevertheless, it
remains legitimate for us to ask: what type of
content is provided for such player characters to
consume in Reality?
As a reminder, the types of content available
are: game-mastered, hand-crafted, user-created,
user-generated, procedurally-generated and
systems.
Well, some but not all of these have been used.
Historically, the player characters of Ancient
Greece (or of anywhere else) didn’t seem to find
Reality interesting enough to experience in and of
itself. They were, however, regularly entertained
by game-mastered content (that is, gods or
demigods overtly intervened to make life
interesting for them); there’s also some evidence of
what might be hand-crafted or procedurally-
generated content (explicitly-authored or
narrowly-algorithmed quests to go find a golden
fleece or golden hind or golden apple). That said,
none of the usual geographic indicators that
content is designed areas gated to provide
rewards of access (Salen & Zimmerman, 2003),
enemies placed as elements of the environment
(Totten, 2019), tutorial levels (Therrien, 2011) are
present in our neck of the Reality woods.
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Very little content seems to have emerged from
interactions between players, to the extent that it
caused major drama on those rare occasions when
it did (as documented in Homer’s Iliad). User-
created content was apparently completely absent,
as no reports have reached us of anything spoken
of in Olympus that made no sense in Reality.
What this suggests is that Reality is not itself
shaped in such a way that individuals dropping in
from the reality of its gods necessarily find it
satisfying. Such players primarily want bespoke,
real-time attention from gods or demigods, but
they’ll also reluctantly accept predefined,
narratively-driven experiences
64
. Anything other
than that, they don’t seem to think worthwhile.
As I said, it’s fairly obvious that we haven’t seen
any of these in-your-face player characters for
quite some time. Perhaps, then, a different solution
offers itself up? It could be that merely walking
among us is satisfying to players of Reality in an “I
could watch this formicarium for hours” kind of
way, in which case we’d never know that the
stranger we’re sitting next to on the bus is, in fact,
a player character. Alternatively, it may be that
people from higher realities have simply stopped
64
Such experiences could nevertheless be designed
specifically for individual players, even to the extent that
Reality itself might monitor them to model what they find
fun then contrive to give it to them. In games research, this is
called experience-driven procedural content-generation
(Yannakakis & Togelius, 2011).
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98
playing Reality (the fact that it has no tutorial
would certainly put off newbies) or that when
they do play, they mess the place up so much it has
to be rebooted from an earlier save point (see later).
To summarise, then: if Reality as it stands
contains content attractive to players from the
higher reality in which dwell the creators of
Reality, then either no-one has played for a while
or people do play but they’re good at hiding their
tracks. The only content that interests them is
either game-mastered or hand-crafted, sitting atop
straight systems content. There could be content
from other sources lying around, but if so, the
players don’t seem to care about it.
What if, then, instead of (or in addition to)
creating content for players, the content of Reality
was created specifically for us, the inhabitants of
Reality
65
? What could we deduce about the
implementation of Reality’s content in the event
that it was created with us in mind?
The first observation worth a mention is that
the systems content is pretty good. Reality is
packed with more than enough richly-interactive
dynamic structures to be self-sustaining. With all
of us seeking multiple goals at different challenge
levels, some competitive and some co-operative,
there’s a critical mass of activity that creates new
content indefinitely. Sometimes this content is
65
This is the opposite of what Evolution Theory tells us,
which has us fit the content, not the content fit us.
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boring, sure, but you never have to wait long
before it perks up again
66
.
There’s no obvious procedurally-generated
content in Reality unless the universe as a whole is
procedurally-generated, which (as we’ll see in
Chapter 3) is a fair possibility. That said, there
could be more subtle kinds of procedural content-
generation in action. For example, all those
countless stars that we have observed through
telescopes might only have sprung into existence
when one of us looked at them. Likewise, all these
sub-atomic particles being discovered might not
have existed until scientists forced the issue by
smashing atoms together. The stars and the
particles could be being created procedurally, on-
the-fly, and we wouldn’t know it
67
. Then again,
they could just as easily be part of Reality’s
systems content.
For user-generated content to occur would
require the presence in Reality of a player from a
higher reality (to be the user). The ripples of their
activity here would then generate content for us as
well as for them. As noted earlier, though, we
haven’t seen any such players for centuries. If they
are still visiting Reality, they’re keeping their heads
so low that their play can’t possibly be generating
content for us or we’d have noticed them.
66
The year 2020 certainly did the business.
67
They’d be implemented by a technique that programmers
call just-in-time evaluation.
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The existence of user-created content is a
possibility. There could be gods secretly at work
creating new content, Minecraft-like, for us to
explore when we encounter it. I have to say, if
there are such gods in action then they’re making
an excellent job of it: their creations are absolutely
seamless integrations into Reality, looking just like
the (literally) real thing. Anyone capable of that
degree of creative discipline should definitely be
making their own realities, rather than tinkering
with someone else’s.
In my opinion, user-created content would be
overkill for Reality. This is because all user-created
content (and some user-generated content) is
freeform one of the main attractions of which is
that you can use it to make statements about your
own condition. This being so, if UCC for Reality is
indeed taking place, we should occasionally
encounter content that is non-contextual;
otherwise, there’s no point in users’ creating it. We
don’t encounter it, though. Everything we observe,
detect or model-mathematically makes sense in
the setting of Reality: we never come across
examples of comments on the political situation in
the reality of Reality’s creator, nor discussions of
the merits of various celebrities in that higher
reality, nor questions as to whether another
member of that higher reality has gone offline, nor
any of the other out-of-context behaviours that the
NPCs of virtual worlds routinely witness. The most
we can say, then, is that if user-generated or user-
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created content is involved in the construction for
us of Reality’s content, the players are following
the designer’s prescriptions to the letter.
Hand-crafted content, as with procedurally-
generated content, could apply to the whole of
Reality. If so, some industrious worker must have
created and placed every item in the universe one-
by-one. This sounds like a tall order to us, given
that there are something like
1,000,000,000,000,000,000,000,000 stars out
there that would need to be positioned manually
68
,
but it might not be an imposing task for the
superior being in the higher reality who is doing
the positioning. A hybrid approach
69
would
perhaps work best: generate the universe
procedurally, but hand-craft parts of it to give us a
better time. If Earth had been procedurally-
generated to be like Venus, for example, you can
see why doing some work for our benefit to replace
the 700°C CO
2
atmosphere with something less
deadly would be a good idea. This is the kind of
content that benefits us all, though, rather than
just a select few. Is there evidence that any gods
are currently creating bespoke content for
individuals?
68
Or, if you have an extremely sceptical view of astrophysics,
the something like 5,000 stars out there that can be seen
with the naked eye (2,500 for flat-Earthers).
69
In game design, this would be called mixed-initiative
procedural content-generation (Yannakakis & Togelius, 2011).
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As you might now have come to expect, the
answer is that it used to happen in the past a lot
more often (or at least less subtly) than it does in
the present. In The Bible
70
, for example, Abraham is
asked to sacrifice his son Isaac to God, and almost
goes through with it before he’s stopped. This
must have been somewhat stressful for Abraham,
and even more so for Isaac
71
, but it was powerful
content for both of them, regardless.
In today’s world, it’s hard to find evidence of
content-creation by gods. The population of Earth
is much greater now, of course, so there are more
people for whom content needs to be created. For
them all to have individualised content made just
for them, either the gods would have to work
faster, or time in Reality would have to run slower
(relative to the gods), or there would have to be
many more gods doing the content-creation.
Therefore, if gods are indeed creating ongoing
content for us, then focusing on group content
would be the sensible approach; either that, or
70
If you’re wondering why this is in italics, it’s because I put
the titles of all published works in italics and don’t wish to
imply by not doing so that The Bible shouldn’t be published. I
won’t give it a formal academic-style reference, though, as
it’s easy to find online and in hotel rooms across the world.
Other sacred texts are afforded a similar courtesy.
71
The Quran is more accommodating for Isaac, observing
that he willingly agrees beforehand to his being sacrificed.
That said, he’s not actually named in the text, and the
established Muslim view is that it was Ishmael, not Isaac,
who was going to be sacrificed.
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focusing on addressing the needs of those people
who are experiencing the highest levels of
boredom
72
.
In summary, then, if the content of Reality is
created with us in mind, systems content
supported by procedural content-generation
(perhaps augmented by some hand-crafted content
to smooth out the wrinkles) looks to be the way it
would be done. The other ways don’t deliver to
their full potential, or even close to it.
There’s another possibility. It may be that
Reality was designed specifically for the benefit of
us or of its players, but that after its content had
been created it wasn’t easy to change. This relative
resistance to external alteration could perhaps
allow us to deduce something about whether
Reality is hard-coded, soft-coded or interpreted.
Reality can’t be completely hard-coded, because
that would mean none of it would change, ever; the
fact that we ourselves can change it is evidence to
the contrary. Nevertheless, it might be that
although the data representing the current
configuration of Reality can be changed while
Reality is running, the rules of physics that enact
the changes can’t themselves be changed except by
shutting Reality down first. In this
implementation, Reality wouldn’t be fully hard-
coded, but the rules component to its physics
would be.
72
Not as a result of reading this book, I hope.
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Reality doesn’t seem to be interpreted. There’s
nothing that says it isn’t, but none of the benefits
that interpreting brings are on show. As far as we
can tell, the rules of physics haven’t altered since
we began studying them: we don’t see large-scale
objects popping into or out of existence, or
physical constants inexplicably adjusting; if there
are ghosts or angels or djinn, they stopped making
appearances once people started carrying camera
phones as a matter of course. In short, there don’t
seem to be changes being made to Reality’s
physical rules at any level the changes are only to
the current manifestation of Reality.
If we were to detect a concrete example of a
change taking place, we could rule out any
implementations that were unable to do it. For
example, if the speed of light in a vacuum suddenly
began to increase over distance, we could surmise
that the physical rules of Reality must be either
soft-coded or interpreted. As it is, though, we have
no reliable evidence that suggests changes to the
laws of physics can be made at all, let alone what
the reach of those changes might be. It’s therefore
probably worth looking at Reality’s laws of physics
as if they’re hard-coded until and unless we notice
a change. This is indeed the view advocated by
most physicists.
A final point worth mentioning about content is
that sometimes gods split the workload of Reality-
creation: one might concentrate on the physics
while another concentrates on the content, for
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example. This is indeed the case in some Hindu
traditions, which relate that Vishnu created Reality
and Brahma created its content (the forms that
populate Reality). This is a bit like what Roy
Trubshaw and I did when working on MUD: Roy
focused on the physics, I focused on the content
73
.
There are also Hindu traditions in which
another god
74
, Shiva, destroys Reality every aeon
such that it can be created anew. The existence of
the universe therefore follows a continuous cycle
of death and rebirth.
This neatly brings us to our next topics for
speculation: replications and resets.
Replications
Having looked at how Reality might obtain its
content, I’ll now consider whether or not in
presenting its content to its players, Reality might
involve the use of copies of parts of itself (in the
sense of shards, layers, instances and phases).
To recapitulate, because I introduced these
terms two whole sections ago:
73
We didn’t copy this from Hinduism, it just happened that
way.
74
Who may, depending on how you view Hindu deities, be the
same god.
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A shard is a rendition of a reality that’s
separate from the other renditions that are
in operation.
A layer is a superimposition of a reality on
itself.
An instance is a pocket reality that comes
into being when a player (or group of
players) enters it from the main reality; it
disappears when they leave.
A phase is like a palimpsest, in which a part
of a reality is covered up by another part for
player characters that meet certain criteria.
So, it seems unlikely that Reality contains either
phases or instances, because if it did then each of
us would occasionally experience exactly the same
events in exactly the same place at exactly the
same time, but not do so together. This doesn’t
seem to happen. It would be like finding no queue
at Disney’s Rock n Roller Coaster, walking straight
in, sitting down alone in the front seat and then
accelerating from 0 to 57mph in 2.8 seconds while
5,000 other people contemporaneously did the
same thing in the same place. Your ride and theirs
would be independent (if anyone threw up, you
wouldn’t be showered in their chunky vomit), but
its basic content would be the same. You could
meet up afterwards outside the instance and
discuss the best bits.
This simply doesn’t feature in Reality. There are
plenty of science-fiction stories in which it does,
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and some supernatural tales about realities that
overlay Reality; however, there are few claims that
anything like this actually happens in Reality.
Those there are speak in terms of trances, spirit
journeys or reveries, but they still retain a
connection to the physical world. You may think
and feel that you’re in another world, but the
casual observer who didn’t partake of the peyote
may be more sceptical, and any people you meet
while you’re journeying will have no recollection of
the encounter back in Reality.
People don’t utterly disappear from Reality
when they do something that you’ve done before
but they haven’t, only to reappear the moment
they’ve also done it (which would indicate phasing).
Neither do they ever drive ahead of you in a car
that suddenly blinks out of existence at a toll
booth, only for it to blink back into existence when
you reach another tollbooth further up the road
(which would indicate instancing). It’s safe to say
that neither phasing nor instancing occur in
Reality.
This assumes that said phasing or instancing is
localised, though.
See, in a virtual world it’s possible to phase or to
instance the entire reality. That’s exactly what
makes a layer and a shard respectively.
If we were to apply the concepts to Reality as a
whole, then, some event could take place which
would make the world different for you and you
only. You might walk through a Roman archway
How to Be a God
108
and thenceforth you’re in your own instance for
the rest of your life. For everyone else, Reality
would carry on as before (but minus you, unless a
placeholder copy of you remains in your stead).
Now as a player of Reality, you’d notice this
because you’d lose the ability to interact with those
parts of Reality where the other players were.
You’re not a player, though. This is an
important point. You aren’t a character in Reality
being played by someone from a higher reality:
you’re an NPC. You could therefore be in your own,
personal, just-for-you copy of the universe and not
know. All those other people you see are copies of
the originals, duplicated in the branch of Reality
occupied by you. They’re still just as real as you
are, but replicas of them also exist in other
instances. Perhaps replicas of you also exist in
their instances, come to that: you wouldn’t be
aware of it, because to communicate with other
people you need to share a reality with them. Sadly
for you, although players of a reality are able to
communicate with one another through the
medium of their own, higher reality, NPCs aren’t.
In summary, you’re an NPC of Reality: for you, if
you’re in an instance, that instance is your reality
that is, it’s Reality.
This is useful to note. In a sense, it makes no
practical difference to you (as an NPC of Reality)
whether you’re a unique piece of bespoke software
running on a single machine, or whether you’re
just one of any number of copies of the same
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software running on any number of machines. You
have no way of knowing, because you can’t
communicate beyond the limits of your reality (at
least not without help from a higher reality). If you
could so communicate, the realities of you and
your interlocutors would be connected through the
communication channel, which would mean they
were de facto the same reality.
Pragmatically, then, there’s only one you in one
reality: Reality.
It’s worth mentioning that although in this
scenario you can never return to mainstream
Reality having entered a phase or instance
(leastwise if you can, no-one has ever reported
doing so), that isnt to say you couldnt exit the
phase or instance into a different reality. Perhaps
in this other reality, people chat all the time about
their experiences in the phased or instanced
reality. We in Reality have no means of
establishing two-way communication with these
people, though, so for us Reality is all there is
75
.
Suppose you do exist in your own, private
instance created especially for you. That would
imply that all of (what to you is) Reality ought to
disappear when you leave it, for example by dying.
This in turn would mean that there are no lasting
consequences to any of your actions. Whether
that’s great or dreadful depends on your
75
Well, Reality and all the sub-realities we create as virtual
worlds.
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perspective. Unfortunately, you can’t tell whether
or not you are indeed living in your own, personal
thread spun from a once-shared Reality, so you
don’t know whether your actions will have
consequences lasting beyond your existence. How
this affects your behaviour then comes down to
whether you care about the fact or not. In a similar
vein, you might also like to ponder the possibility
that you’re an NPC brought into existence because
a player entered the instance you feature in: you’ll
disappear when that player quits the instance. New
copies of you, unaware of your past actions, will
continue to be sprung into being every time a new
instance is stamped out from the same template.
The prospect that you may be just one of many
copies of you (and not necessarily the “original”
one) may be a bit disquieting for some people. To
these people, I say: fear not! Again, the suggestion
seems to be the stuff of science fiction rather than
anything supported by witness accounts. Although
copying-through-reincarnation is a concept you
see time and time again in spiritual contexts, it
invariably concerns the same individual living
different lives, none of which overlap. It’s not the
same individual living the same life at the same
time under the influence of different random-
number seeds.
In recent years
76
, philosophers have been
debating the possibility and implications of there
76
“Recent” by Philosophy standards, anyway.
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being multiple possible worlds
77
. This is another
idea that doesn’t sit well with all belief systems.
After all, if the creator of Reality is perfect then
said creator wouldn’t need to maintain multiple
copies of it. Also, if your belief system is big on the
idea of souls, their status isn’t clear: do all the
copies of me get one, or is there one we all share, or
does just one of us have one and the others are
unknowingly all empty husks that are mere
substitutions in the instances into which they have
been copied?
I’ve talked here about instances, shards, phases
and layers as if they were equivalent, which at the
level of the discussion so far they pretty well are.
However, important differences do exist, and by
considering these we can postulate which of the
four best fits what we know of Reality.
Shards don’t seem to be a strong possibility. No
visitor from a higher reality has ever mentioned
that Reality is but one of the many realities
stamped out from a template.
There’s an arithmetic argument, too. Shard
numbers are related to player numbers, bringing
little to NPCs except multiple copies of one another
(at least up until such a point when new NPCs are
77
With regards to Reality, the approach known as modal
realism asserts that all logically possible worlds exist and are
just as real as is Reality. There isn’t much consideration of
anything analogous to the situation we find ourselves in here,
though, wherein a higher reality determines which of its
lower realities are objectively real and which aren’t.
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created, although these would be shard-specific
78
).
This means that we could perhaps find evidence in
support of shards by looking at the number of
players we’ve had over time. If there were indeed
copies of what to us is Reality running as multiple
different shards then we’d expect that eventually
they would either fork or merge. Detecting this
would imply that Reality was indeed a shard.
We wouldn’t know directly if Reality had forked,
because each new shard would (from our
perspective) follow on seamlessly from the point at
which the fork took place. We might be able to
deduce it, though, from a sudden halving of the
observed number of players from the reality of
Reality’s creator. As I’ve already said, though, we’re
not seeing any obvious extra-Reality visitors
appearing nowadays; a server fork leading to such
circumstances would therefore seem unlikely
(unless when it happened all the players quit in
protest).
We would know directly if shards had merged,
because no single shard can explain the
consequences of actions performed by players in
another shard. Had a merge taken place, we would
reliably see player-related inconsistencies showing
78
If Reality is deterministic and no players from a higher
reality were ever to play it, then each shard would be
identical. Introduce any indeterminacy, though, and they
would differ. For example, a single, split-second change in
timing could mean a different sperm fertilises an egg and a
different person is born as a result. Bye bye Shakespeare.
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up: some things would be the way they are for
reasons that defy our understanding of the laws of
physics. However, as our history is not in fact
stuffed with examples of (say) people who were
born to parents who didn’t exist, we can assume
that there haven’t been server merges in the
recorded past. Besides, a server merge should be
accompanied by an increase in the observed
number of players visiting Reality, yet it’s been
flat-lined at zero for centuries.
79
Both of the above anti-shard lines of reasoning
depend on our having dependable historical
evidence and memories, of course. This isn’t
necessarily the case, though: gods have the power
to change Reality’s data. To erase or to adjust the
past, a god would take Reality down, alter its
database to make the forked or merged versions
self-consistent, then restart Reality using the new
data leaving us none the wiser.
That said, it would be relatively easy to include
in such an immense rewrite some minor changes
to make pertinent aspects of history less
ambiguous. Those embarrassing pro-slavery
verses in The Bible
80
could be quietly removed, for
example. This being so, the observation that it
remains somewhat difficult to distinguish
objectively between the goodies and the baddies in
79
Hmm. Perhaps that means we should expect a server
merge sometime soon.
80
Leviticus 25:44-46 are perhaps the best-known.
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past religious conflicts suggests that it’s unlikely
that such an historical rewrite has taken place (at
least not under the direction of a god in whose
name a war was fought). We can therefore say that
we probably haven’t had a server fork or merge
either way.
So, Reality doesn’t look to be one of many
similar realities running on different shards. That
doesn’t mean it isn’t, it just means there’s no
evidence that it is.
Phasing also doesn’t appear to be supported by
Reality. It, too, exists mainly for players; for the
NPCs involved, it’s quite a disturbing prospect.
Imagine: you’re waiting for a battle to take place in
which the forces of good (your side) are up against
the forces of evil (the other side). The odds are
against you, but what’s this? A high-powered
individual has arrived a hero who might just tip
the balance in your favour! The battle starts, you
fight long and hard, but with the hero’s help the
enemy is vanquished and good wins the day!
Hooray!
Then, you twink out of existence because the
next time the hero wanders by these parts it would
spoil the fiction for you still to be around.
Fortunately for us, we don’t see today and
have never seen in the past evidence in Reality of
phasing involving player characters.
What about phasing involving non-player
characters?
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Well, again, we don’t see it. This could be
because once a phase becomes active for you it
only becomes inactive upon your death (which it
may indeed cause), so you wouldn’t know. Then
again, it could simply be that phasing isn’t a
feature of Reality.
There are also implementational reasons why
phasing is not something we’d expect to see being
used for the benefit of NPCs. Feel free to skip the
next two or three paragraphs if you’re not into
technical arguments.
OK, so phases are implemented in virtual
worlds by sending different information to
different players to reflect their different
experiences of the same space. This happens by
default for geography (what you see and what I see
will be different unless we’re standing in the exact
same spot); phasing adds it for temporal, storyline
differences, too. The equivalent for NPCs would
involve giving them different sensory information
depending on their physical location in the virtual
world, moderated during phasing by what “should
be there for the time at which the NPC is
supposedly present.
This seems an odd choice, given that NPCs are
embedded in the virtual world: maintaining a
different set of sensory information for the same
space and keeping it all consistent is a far trickier
prospect than simply instancing that space. Put
another way: if it’s easier to give an NPC a
personalised, private, phased existence by running
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its default sensory input through a temporal filter,
it’s also easier to implement the entire virtual
world that way. Either the whole virtual world is a
distributed mess of autonomous phases frantically
communicating with one another to keep in step
81
,
or it’s a single entity from which sensory data can
simply be read as-is.
In my view, phasing content for NPCs is a bad
idea unless you have a particular reason to phase it
for a small number of them at once (for
experimental purposes, say). Creating single-NPC
phases that somehow have to remain consistent
with the unphased reality upon which they are all
based is a nightmare in comparison to using
instances to achieve the same ends.
Because layering is essentially phasing on a
reality-wide scale for the benefit of players, the
same arguments that count against phasing count
against layering, too.
Instancing is the strongest candidate for
something Reality might actually implement. It’s
consistent with philosophical theories of multiple
possible worlds (albeit by creating a new instance
for every different result the random-number
generator could produce, every time it’s consulted
in any extant instance), but it’s also more
explicable. This is because each instance is itself a
virtual world in miniature, so the same logic that
applies to virtual worlds as a whole applies to their
81
An idea that may appeal to particle physicists.
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instanced content. The whole of Reality could be an
instance invoked from a host reality, to which its
players will return once they’ve played out
Reality’s content.
If Reality did invoke instances, it could do so
either for players or for NPCs
82
. In either case, we
wouldn’t know unless some of us survived the
ending of the instance or if the players told us
what was going on.
We might be able to deduce that we had entered
an instance if suddenly some crazy stuff started
happening relative to what we were experiencing
before. We wouldn’t be able to inform the people
back in uninstanced Reality what was going on, but
we’d know it ourselves.
The main argument in support of instances
over layers, phases and shards, then, is that it’s
easier to explain why we never see evidence of
instances than it is to explain why we never see
evidence of layers, phases or shards. We still have
to suppose some limitations on the way that
instances are used, though, primarily because for
any of this to match what we know of Reality, the
fact that instances exist mustn’t get out.
It’s easy to see how we NPCs might be unable to
reveal the necessary information of the existence
of instances: all it would take would be to prevent
82
It could do it for inert objects too, if so inclined, although
giving a bassoon its own sub-reality to enjoy seems a little
indulgent.
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instance-to-Reality communication and for those
of us in instances to be destroyed when our
instance closes.
What about players, though? Couldn’t the
people from the reality of Reality’s creator let us
know about instances?
Given how free some visitors from higher
realities were in the past when it came to playing
fast and loose with Reality, it’s quite striking that
none of them have ever expressed any indication
that there might exist pocket realities in which
anything goes
83
. This would seem to suggest that
there aren’t such pocket realities; certainly, no
religions make a big thing of it
84
. That doesn’t
mean Reality doesnt have instances, of course, just
that no-one seems to have argued in the past that
it might, and if it does have them then they’re used
in a more restricted fashion than we use them in
virtual worlds.
Knowing that you were an NPC in an instance
could be quite disturbing, by the way. Even if you
thought you yourself were likely to get out (which
if virtual worlds are any guide, you won’t), the new
NPCs you meet in the instance will not be joining
you. The instance is their entire reality. When you
83
That is, like Las Vegas but real.
84
Of course, some religions (such as Hinduism) are so vast
that there’s bound to be something in there you could
interpret as referring to instanced sub-realities if you were to
look hard enough. They’re not signature features of the
religions in question, though.
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leave, that instance that reality will disappear.
This means you’re set to kill them all unless you
stay forever.
Anyway, the upshot of all this is that from our
own perspective, we can regard Reality as a single
entity with no copying involved. There’s no
evidence for the situation’s being anything
otherwise, and even if there are multiple copies of
Reality or parts of it, they’re not the Reality in
which we currently exist, therefore from our
perspective they dont exist. They only exist from
the perspective of a person in the higher reality of
which they are sub-realities.
There’s more on the concept of relative
existence in Chapter 4.
85
I’m hoping that by now it should be becoming
apparent that applying what we know about
virtual worlds to what we know about Reality does
raise questions about Reality that haven’t been
raised before, and could perhaps answer some that
have.
Sure, they may not be at the level of “why are
we here?” yet, but that does come later.
85
Sorry about all these forward references, but I’m a
programmer: it’s what we do.
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Reboots
Reality doesn’t seem to implement rolling resets.
People don’t die then recover; objects don’t fall
apart then rematerialise in one piece; ore that has
been mined from the ground doesn’t grow back. It
could be that on an extremely long timescale parts
of Reality do reset piecemeal (perhaps black holes
spit out new stars or something), but if so we have
yet to observe it.
The question of whether or not Reality
implements full resets is less easy to dismiss. We
have to back up a little to understand why.
Virtual worlds are computer programs. This
means they usually contain bugs. Things don’t do
what they were intended to do, or do do what they
were intended to do but what they were intended
to do was faulty.
Bugs cause three general types of behaviour:
Crashes. The virtual world simply stops
running and exits.
Hangs. The virtual world gets stuck. Either
it keeps doing the same thing over and over
without getting anywhere, or it goes to
sleep waiting for something to happen but
that something never happens.
Logic errors. The program is running and
doing things, but these aren’t the things you
wanted it to do. For example, you might
write a program to calculate the n
th
root of a
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number, but you made it calculate the (n-1)
th
root instead.
Sometimes, a logic error produces better results
than what you intended to produce, so you adopt it
instead of fixing it
86
.
If Reality had logic errors, we wouldn’t know.
This is because Reality is all we do know, so we
can’t tell if the things that happen are supposed to
happen or not. There could be a programmer in a
higher dimension saying “How about that? I made
a typo initialising Planck’s constant but it all still
seems to work!”; we wouldn’t know.
Likewise, we wouldn’t know if Reality were to
hang. If it was waiting for an interrupt, it would
just sit there with time stopped, so we’d be stopped
with it.
There may be a possibility we could suspect
that Reality was stuck in an infinite loop if the
period between each looping was sufficiently long
and we were able to predict what was coming; a
programmer in a higher dimension could be saying
“This Reality is hanging, it’s stuck in the Big Bang
to Big Crunch loop”.
Whether we’d notice a smaller loop or not
would depend on whether our memories survived
each iteration. This is what happens to the
character Phil Connors in the movie Groundhog
Day, for example, who remembers what happens
86
Programmers announce this by calling it a feature (because
clearly it’s not one).
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from one iteration to the next (but no-one else
does). Indeed. that’s the very reason that sudden
resets in virtual worlds are sometimes called
Groundhog Day resets: the players remember
everything from one reboot to the next but the
NPCs don’t (although they could if we wanted
them to do so).
If Reality were to crash, we wouldn’t notice. The
instant the crash happened we’d cease to exist, and
therefore be in no fit state to notice anything at
all
87
.
All things considered, it has to be said that
Reality seems to be running pretty well, unlike
many virtual worlds (although some of the latter
have been in continuous operation for decades and
are now pleasantly stable). There’s always the
possibility of a hidden bug, though. I’ve looked at
code I myself have written that has been happily
executed millions of times over thirty years and
never caused a problem, yet I’ve been unable to
figure out how it ever managed to run even once
without falling over.
What does a crash (or a process kill following a
hang) mean for a virtual world?
Well, it means that either: the virtual world will
be abandoned because the problem is too
87
It’s conceivable that Reality is implemented as multiple
processes threads and that one of these could crash or
hang while the rest didn’t. If we had any interactions with
that out-of-order subsystem, we could perhaps notice (“So,
everyone: gravity seems to have stopped working…”).
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expensive in time, effort or both to fix; or (more
likely) it will be rebooted just as it was, because the
crash isn’t worrying enough to warrant immediate
attention; or (most likely) a fix will be attempted
and it will be rebooted with the fix in place.
Assuming the virtual world is rebooted, then,
from what point is it rebooted?
Well, there are four main possibilities:
From scratch. The fix involved altering the
data format in some fundamental way, and
it needs a clean start.
Partial. Some sets of data survive (such as
character records) and some don’t (such as
the current hit points of orc #288).
From a back-up. The virtual world is
periodically saved, and when it starts up it
restores the last safe save.
From a dump. In the process of crashing,
the virtual world saves its current state.
When it’s restarted, it loads the data it
needs from this dump and carries on from
exactly where it was
88
.
The data loaded from a back-up or a dump can
be whole or partial. For most game worlds, partial
is fine: the players don’t mind if the game world is
reinitialised, so long as they don’t lose any of their
stuff. For social worlds, which can involve a lot of
construction, it’s less fine: a player who has spent
three, painstaking months building a replica of the
88
In the fervent hope that this time it will keep going.
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bridge (variant 2) of the USS Enterprise NCC-1701-
D would be cross were it to disappear following a
reboot initiated to fix a series of minor spelling
errors in the tutorial. Whatever, the latest data will
always be restored if the virtual world is reset in a
controlled fashion (or to use the technical term,
gracefully). Needless to say, if it crashes in a
disintegrating mess of fiery glory, a high-quality
data set may not be available.
Assuming that Reality has the full range of
restore options that virtual worlds have, well, we’d
be oblivious to them. A restart from scratch would
obliterate not only us, but 13.772×10
9
years
89
of
history (less than that if you’re a Young Earth
Creationist, or contend that time is an illusion and
there’s no past anyway). Likewise, a reset from a
back-up or a dump would, to us, seem to be an
unbroken continuation from that save point (in the
same way that the characters in a movie aren’t
aware that you’ve paused or rewound it, or indeed
fast-forwarded it).
We might know something was wrong if there
was a partial restore of data and we were either
part of that restored data or it was accessible to us.
If all the stars outside the solar system suddenly
changed position back to where they were eighty
years ago, it would certainly raise the distinct
89
This figure comes from a 2015 study by NASA (Lawrence,
2015), so when you read this you might want to add on the
number of years that have elapsed since then.
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possibility that Reality has experienced an
operational issue and that Earth was restored from
a more recent save than was the rest of the
universe.
As for whether this has happened in the past,
well the answer is that yes, it could have done. I
wouldn’t count as evidence the stunts that gods
occasionally pull in which they turn people into
stars or constellations of stars; this appears to be
more of an example of their exercising their
regular powers over physics, rather than the result
of partially restoring the state of the universe from
a save. What I would count as evidence is
prophecy.
Ah, prophecy
90
. If virtual worlds are anything to
go by, partial restores are more likely to retain only
player data, not NPC or environment data. This
means that we, as Reality’s NPCs, wouldn’t know
that our timeline had been rewound unless a
player character (or an NPC in the confidence of
one) were to tell us. Perhaps surprisingly, this is a
service that some of them do seem willing to
perform. There are plenty of examples of people
with an uncanny ability to predict the future
91
,
90
You know I was going to write that, didn’t you?
91
I was particularly impressed by Saint Malachy’s prediction
that the pope following John Paul II would choose the name
Benedict. After Pope Benedict XVI subsequently resigned in
office, though, Saint Malachy’s prophecy became more
circumspect. Basically, though, we’re staring down the
loaded barrel of the apocalypse.
How to Be a God
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which could well be possible because for them it’s
already happened (but Reality has since been
restored to how it was before it happened).
Whatever the precise mechanism, gods do seem to
be largely on board with this one, anyway.
With virtual worlds, data can be edited. It
requires the use of an editing tool, but such
software is usually created during development
and will normally be available. So it is that if
something happens that the designer doesn’t want
to happen, the virtual world can be brought down,
the data files edited, then the virtual world
rebooted using the edited data so it doesn’t happen
the way it did the first time.
Could a god have edited Reality?
Let’s say that we (as Reality’s troublesome
NPCs) spot something that the creator of Reality
would rather we hadn’t spotted. Perhaps we find a
bug that enables a perpetual motion machine, or
hard evidence of the existence of the creator’s
higher reality. It might suit the god to stop Reality,
to edit a save of it from just before the unwanted
event took place, then to restart Reality from the
edited save point. No-one is going to suspect that
the budding young biologist sadly killed by a
falling piano accidentally created a plague that
wiped out all warm-blooded creatures that time
when the piano didn’t fall on him.
This would also explain why we never see
supernatural beings appearing and trashing
Reality: if we did see it, a simple restore to before
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the errant player’s visit would mean that from our
perspective it never happened. Then again,
perhaps supernatural beings have more sense than
to wreck Reality in the first place.
What does this suggest about the possibility
that we could destroy Reality ourselves? Knowing
it could easily be restored from a save, if we found
a way to crash it would this grant us the freedom
to try?
Well, the thing is, we don’t know that
restoration from a save is indeed possible, easily or
otherwise. Even if it could be restored, that doesn’t
mean it would be restored. Besides, we’d probably
only do it again anyway, so why keep on letting us?
A simple edit to remove the people responsible
would sort it all out.
It’s best not to try to destroy Reality, in my
view.
I’ve been talking here as if most reboots were
the result of bugs in the code, but that’s not
necessarily the case. Sometimes, virtual worlds are
rebooted because they’ve been patched or
expanded to add new content. Could something
like this have happened in the past to Reality?
Reminder: patches are evolutionary updates,
usually timetabled; expansions are revolutionary
updates, occurring less frequently but with a
bigger impact.
We wouldn’t notice that a patch was taking
place at the time (it would be instantaneous for us),
but if we were still part of the new content then we
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could well become aware that something odd had
just occurred. For example, there might be a
subtle-or-otherwise alteration to Earth’s
geography or to the way that physics worked.
We’ll have little difficulty spotting a patch if it
happens in the future, and even less difficulty
spotting an expansion. Were a portal to open
tomorrow through which poured tens of
thousands of fire-skinned demons, we’d realise
that something was perhaps afoot. We can’t use
this possibility as evidence to suggest that Reality
is patchable, though: for that, we need to look for
patches that have already occurred.
So, has anything happened in the past that
might indicate that Reality has been patched or
expanded
92
?
Patches would be a little harder to notice than
expansions as they’re incremental, but they do
have the property of being regular (weekly, for
most virtual worlds). Frustratingly, this isn’t as
useful a guide as it might seem, because although
there’s a connection between the passage of time
in a reality and of its passage in the reality of its
gods
93
, the relationship doesn’t have to be linear. A
reality’s time could run faster during periods when
no-one was playing it, for example.
92
“Not only did the Big Bang cause the expansion of the
universe, it was an expansion to the universe.” Discuss.
93
It’s why virtual worlds have a “real time” component to
their definition.
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More helpful is the fact that all patches except
emergency ones make a slew of changes at once.
We might think it unusual if a new mammal was
suddenly discovered in New Guinea, but we’d think
it more than a little suspicious if at the same time a
sea monster started swallowing Caribbean cruise
liners, acorns quadrupled in size, three new works
by Leonardo da Vinci were discovered and the
appearance of all penguins changed so they were
white with black bibs. We haven’t noticed anything
happening like this, so patches are either:
infrequent relative to us; too nuanced for us to
notice; mainly obscure bug-fixes; largely
concerned with planets other than those in our
solar system; not a selling point of Reality.
We really ought to notice expansions, because
they’re on a much larger scale. The extinction of
the dinosaurs or the sinking of Atlantis could have
resulted from expansions. Then again, if we think
Reality-wide, well there’s a lot of Reality out there:
the dinosaurs and Atlantis could merely be
elements of patches and the expansion that’s got
all the players excited involves the collision of two
galaxies that we won’t even see from Earth for
another eight billion years.
It does seem plausible that Reality could have
experienced patches and expansions, then,
although it’s not obvious what specific changes to
its content have occurred because of them.
There’s one final point about saves and reboots
I’d like to make before I conclude this chapter.
How to Be a God
130
While a virtual world is running, its NPCs can
be thought of as being in some sense alive
94
.
Closing down the virtual world is therefore
equivalent to snuffing out the lives of the NPCs
who inhabit it.
A back-up can encapsulate the entire state of a
virtual world, including (their being part of the
reality) all its NPCs. If a backed-up virtual world is
subsequently closed down, the possibility remains
that it could be restarted exactly as it was at the
moment the snapshot was taken. A back-up can
therefore be regarded as a reality-in-potential: as
data, it can’t run but it can be run on.
Suppose a virtual world were mothballed in
such a fashion. Its NPCs would be neither dead nor
alive: they’d be in stasis a condition of potential
life. If someone later used the back-up to initialise a
fresh shard, the NPCs would become alive again, as
they were, unaware of the interruption even
though years might have passed in Reality.
Similarly, deleting the back-up would remove this
contingency and with it the potential continued
lives of the NPCs.
When you switch off a virtual world, you kill
every NPC in it. So, does saving a snapshot at the
instant of its shutdown somehow mean that you
don’t kill them? Would the deletion of the final
94
Whether NPCs actually are alive is subject to debate, but
for the moment let’s assume they are. The topic is more fully
discussed in Chapter 7.
Chapter 2 Content to Code
131
back-up be the true moment that they all died?
What if the back-up remained but the virtual
world’s executable code was lost?
There is no way of telling whether or not
anything like this could happen to or could have
happened to Reality.
Thus, do we reach the end of Chapter 2, and
with it Part 1.
You now know what virtual worlds are and
whence they came (if you didn’t already). You know
why they qualify as realties. You provisionally
accept that it might therefore be profitable to draw
comparisons between virtual worlds and Reality.
You’ve seen three major (albeit turgid) examples of
such comparisons, concerning: how Reality’s
content could come about; how Reality might
present aspects of itself in different ways; how
Reality could be stopped and restarted. You’ve
been mildly disappointed that none of these
examples have revealed anything especially
interesting. Your understanding of Reality has not
been improved.
The reason for all this is that by necessity we
had to begin by looking at virtual worlds in their
own terms: as virtual worlds. We could therefore
only talk about Reality that same way: as if it were
a virtual world.
We can go further, though! To do so, we need to
stop thinking of virtual worlds as being suites of
software, and instead think of them as being what
their software implements: realities.
133
Part 2
Virtual
Worlds as
Realities
How to Be a God
134
Chapter 3
REALISING
DREAMS
People are the gods of their own dreams almost.
When you sleep, you dream. When you dream,
you control the physics of the worlds you inhabit
while dreaming. You may not have fully-conscious
control of what happens, and you may not even be
aware at the time that you are indeed dreaming;
nevertheless, you completely own those dream
worlds.
Imagination is dreaming under conscious
control
1
.
Here’s a short exercise. Imagine youre holding
a soft, squishy ball in your hand. Imagine a plain
wall inside your house. Run through in your
imagination what would happen if you were to
throw the ball at the wall.
You created a world in your mind, right there.
1
Some people (and yes, annoyingly, I’m one of them) do have
fully-conscious control of their dreams. This is called lucid
dreaming. It’s not relevant to this book; I merely mention it to
stop you from emailing me about it.
Chapter 3 Realising Dreams
135
Imagine that when the ball hits the wall, it
behaves differently. Maybe it sticks, or it ricochets
off in a random direction, or it experiences
negative gravity, or it transforms into a sparrow.
You control the physics of your imagination.
This makes you the god of the reality that is your
imagination or of what would be a reality, if more
than you could visit it (hence, the “almost”).
Making it Real
Your dreams and your imagination are created
worlds.
Some people Sufis and medieval alchemists in
particular (Raff, 2019) have imaginations so vivid
and active that they can effectively construct
functioning, independent worlds that run on the
hardware that is their own brain. They can visit
these worlds and converse with inhabitants that
seem to have their own free will. Furthermore,
they can hallucinate these visualised beings and
anything else they choose from their imagined
world (which is called a subtle reality) into Reality.
Obviously, no-one else will perceive these non-
physical entities, but to the person doing the
imagining they appear as real.
Few people possess this potent an imagination,
but every last one of us can and does routinely
How to Be a God
136
imagine our own created worlds. Sure, other
people are unable to join us in such worlds, but
that doesn’t mean that theyre completely
inaccessible. A story, for example, is a world of the
authors imagination serialised into words, from
which a reader or listener can reconstruct the
authors world in their own imagination. All
interpersonal communication works this way:
what you have in your head that you wish to share,
you express through one or more communication
channels which are picked up by recipients who
then build in their own head a model
2
of what you
are thinking (while adding some of their own
thoughts and analyses into the mix, too).
There is a difference, however, between
creating worlds because you wish to communicate
and creating worlds because you wish to create.
The former is a means to an end; the latter is an
end in and of itself
3
.
The thing is, some people do simply want to
make worlds. The poet W. H. Auden put it like this:
Present in every human being are two desires,
a desire to know the truth about the primary
2
A model, because they only have your words to go on, not
the actual contents of your imagination. If you want to spend
a happy couple of hours trying to figure out what he meant,
this is Wittgenstein’s beetle-in-a-box thought experiment
(Wittgenstein, 1953).
3
There are other reasons for creating worlds, too, discussed
at some length in Chapter 9.
Chapter 3 Realising Dreams
137
world, the given world outside ourselves in
which we are born, live, love, hate and die, and
the desire to make new secondary worlds of our
own or, if we cannot make them ourselves, to
share in the secondary worlds of those who
can.
(Auden, 1968)
Auden took the terms primary world and
secondary world from (Tolkien, 1964)
4
. He
(Auden) knew of what he was writing, too, because
as a child he had created his own imaginary world
based on lead-mining (Auden, 1971)
5
. He kept the
details of this largely to himself at the time, as
indeed do most children who create such
secondary worlds: they dont make a secret of their
activities, they just dont have a particular desire to
open their game
6
to the primary world. This may
be because theres an escapist element to it: if you
create a world of your own to escape from Reality,
you probably prefer to keep out the very world
from which you are escaping.
These detailed, imaginary worlds (which are
known as paracosms) are not unusual in children.
The Brontë sisters (along with their brother)
4
Auden explicitly says in a footnote that he’s indebted to
Professor J. R. R. Tolkien for these terms. You can always
trust footnotes.
5
Not the most fantastical of settings, but awesome to a six-
year-old boy from York.
6
Auden explicitly calls his world-creation exploits a game.
How to Be a God
138
created several paracosms; C. S. Lewis (along with
his brother) also created some; Robert Louis
Stevenson (along with his cousin) created two;
Austin Tappan Wrights Islandia began as a
paracosm; M. A. R. Barkers role-playing game
world, Tékumel, began as a paracosm
7
.
Whether the paracosm is realised in words,
paintings or some other medium is immaterial.
The author E. Nesbit built paracosms as a child
using household objects, principally books and
ornaments. She called these magic cities, and
decades later wrote a novel about two children
who became the right size to enter into just such a
city that theyd built themselves (Nesbit, 1910). As a
consequence of the interest sparked by this book,
at the age of 54 she constructed a magic city for
the Children's Welfare Exhibition in London
(Nesbit, 1913).
Adults are more likely to want to share their
imaginary worlds with others, because the worlds
themselves are an articulation of something that
their creator desires to express. As mentioned
earlier, the usual way to achieve such sharing is
through serialising the imagined worlds as story,
song, dance, painting, film, whatever. Through
these actions and artefacts, others can see or hear
or otherwise sense the worlds that the world-
7
Having played some Empire of the Petal Throne in my teens,
I’m persuaded that Professor Barker may have been more
patient as a child than I was.
Chapter 3 Realising Dreams
139
creators are presenting; what they can’t do
(perhaps unfortunately, perhaps fortunately) is
visit them. Well, they can, but they visit their own
private renditions of the worlds, as built in their
own imaginations.
This distinction is important. Yes, in a theatre
each member of the audience is observing the same
world that the people sitting next to them are, and
theyre doing so at the same time, but theyre not
visiting the same world. They cant do anything to
it that anyone else will notice
8
. The same can be
said of extensive fictional worlds such as the
Whoniverse, Buffyverse and Marvel cinematic
universe: many people share a common
understanding of them, but they can’t go there
9
.
This is not true for the co-constructed worlds
that feature in tabletop role-playing games such as
Dungeons & Dragons. In these, players change the
shared world for each other the whole time. The
“role” in “role-playing”, incidentally, doesnt refer
to the kind of role found in job descriptions (“My
role at work is to teach the uninteresting to the
uninterested”); rather, it refers to the kind of role
in a play (“My role is that of the bitter old man who
laments the loss of his youth”). It’s about playing
characters, not undertaking duties.
8
At least, not if they don’t want to be unceremoniously
ejected by ushers trained in the art of people-throwing.
9
For a thorough history of the evolution of such shared
worlds in literature, see (Saler, 2012). Note: Saler uses a
somewhat broader definition of “virtual world” than I do.
How to Be a God
140
Anyway, the point I want to make here about
tabletop RPGs
10
is that although one person (the
dungeon master
11
, in D&Ds case) will typically
design and run the game world, what goes on in it
is determined to a large extent by what the players
decide to do. In this set-up, if I shoot an arrow at a
bandit in my version of the world then the same
bandit is hit
12
by the same arrow in your version of
the world, too. This is because it is, in fact, the
same world.
Its a world that relies on consent and co-
operation to subsist, though. If I shoot an arrow at
your characters knee
13
, you might argue that it’s
far too difficult a shot to make: youre running, or
youre wearing knee armour, or Im too far away, or
I dont have a bow. What happens next involves a
process of negotiation with the dungeon master,
who has final say
14
. This is what stops D&D
campaigns from being realities: their rules of
physics arent automated. They may well include
the means by which temporary or permanent
10
I remember hearing on TV once that rebel forces in some
conflict had fired an RPG at government forces. This is how
rocket-propelled grenades are related to role-playing games.
11
I’ll leave you to decide if this term is sexist or not. Also,
formally it’s dungeon master
TM
(Wizards of the Coast/Hasbro
owns the trademark), but footnotes and trademarks don’t
play well together typographically.
12
Let’s assume I’m a good shot.
13
That one’s for you, Skyrim fans.
14
Note that RPGs don’t have to have a dungeon master: Fiasco
is one that doesn’t, for example.
Chapter 3 Realising Dreams
141
changes to them can be made, but their operation
is not mechanistic.
Look at it this way: if tomorrow you were to
catch a coat button in the framework of a passing
supermarket trolley and have it ruthlessly torn off,
no amount of arguing with Reality about how
unlikely that was is going to put it back
15
. In a
(somewhat less than enticing, I admit) tabletop
role-playing game set in a shopping mall, you
might well get a result. If the rules of physics were
automated, effects resulting from out-of-game
discussions would be impossible.
There is a kind of role-playing game that does
have a decent amount of automated physics to it:
the live-action role-playing game, or LARP. LARPs
use Reality’s locations and Reality’s physics, only
occasionally resorting to adjudication in cases
where Reality doesnt possess the physics that
your game needs (such as magic
16
). The degree to
which a LARP co-opts Reality can vary, with the
ultimate aesthetic experience being the 360°
illusion (Koljonen, 2007): what the player sees,
hears, feels and smells in Reality is congruent with
that of the imaginary game world. This is a fine
ideal, but its somewhat exclusionary: because
players are themselves a part of the game worlds
15
Believe me, I’ve tried. Reality is absolutely without pity!
16
Of course, as a Wiccan might attest, magic is indeed part of
Reality’s physics but you wouldn’t want to use it in a LARP in
case you hurt someone.
How to Be a God
142
environment, if youre the wrong gender, age,
height, ethnicity or anything else for a particular
role, you cant both play it and maintain the 360°
illusion for others.
Oh, in case youre wondering, the recent
phenomenon of escape room puzzle games
17
are
basically LARPs but without the RP and not
distinguished by a great deal of A, either.
Children informally LARP
18
a lot, collectively
creating imaginary worlds of make-believe which
they inhabit together, only negotiating when they
feel the need to do so (“You can’t sit there, it’s fire!”
“I thought the other rug was fire?” “Oh, yes, youre
right, that one’s spiders.”). These worlds, as with
grown-up LARPs, are still not independent
realities, though. They do allow multiple people to
enter the same, shared imaginary world at the
same time, but they achieve this through the
device of being overlays of Reality, like ersatz
phases. When all the players stop playing, the
overlay disappears. In essence, a LARP world is a
partial reality, in that it’s a superimposition on
Reality (which, by definition, is itself a complete
reality).
That LARPs aren’t their own realities is clear
from the fact that, unlike virtual worlds, they can’t
17
Which is to say, puzzles.
18
The verb is now more usually spelled larp, but I’m too old-
fashioned for that. I can barely accept that the noun is no
longer LRP.
Chapter 3 Realising Dreams
143
be said to have Earthbound gods they’re subject
only to whatever gods (if any) control the physics
of Reality.
Dreams, stories, role-playing games and LARPs
all bring imaginary worlds to life and are
successful to degrees depending on what their
creators want to say and on what those who visit
them want to hear. All are lacking in one respect,
though: the worlds they describe aren’t real.
It may seem odd to suggest that not being real
is a possible deficiency when it comes to imaginary
worlds, especially if those worlds would be
problematic if real
19
, but its a fair point. Sure, not
all imaginary worlds would benefit from being
made concrete, but there are those that would.
Moreover, some worlds can only exist by being real,
so for them not being real is a deal-breaker.
Im talking, of course, about virtual worlds here:
an artistic creation that people can visit together,
through and with which they can interact. These
are, as the name suggests, worlds; however, as I
stressed in Part 1, in terms of human creativity
they are also something altogether more
interesting: realities. Weve had imaginations at
least since we became human and possibly even
before then; weve had the means to make our
imaginations real only since the late 1970s.
19
I certainly wouldnt want the world of Harry Potter to be
real because I loathe the little twerp, but he has magic so I
couldn’t tell him to his face.
How to Be a God
144
From what Ive been saying, you will perhaps
have discerned that theres a hierarchical ordering
of world-fulfilment here. From least-real to most-
real:
At the bottom are the worlds of our dreams
and daydreams, which can be anything we
imagine (literally, as the imagination is
where they live).
Next, we have imaginary worlds that we
encode in words or images or music or
movement, possibly for our own
amusement, but which other people can
nevertheless interpret to create in their
own imaginations worlds that reflect the
original.
Following on, we have the group-
imagination worlds that people create and
sustain together in a magic circle, such as
tabletop role-playing games.
Above these, we have games that work as
overlays to Reality.
Above those, we get to virtual worlds, which
exist independently of their players.
Finally, we reach Reality, our most in-your-
face example of something thats real.
Reality is the dream from which there is no
awakening.
In abstract terms, the hierarchy begins with the
subjective worlds of the imagination, then moves
to subjective worlds that are treated by their
Chapter 3 Realising Dreams
145
players as if they were objective realities, then ends
with objective realities that exist regardless of
whether anyone actually believes they exist
20
.
Im mentioning all this to make an important
point. When you create a reality, you are doing so
in the certain knowledge that people at
minimum, you ought to be able to visit it. Indeed,
if people couldn’t visit it, this may well undo your
main motivation for creating the reality in the first
place. It is of course conceivable that you may not
want anyone to visit it, perhaps if you merely wish
to see it in action (for example by observing what
the NPCs are up to in it). Whatever, youre not
going to create a world by accident unless you
unintentionally click the button marked “create
world and run it on the cloud indefinitely” in your
world-creation software.
I’ll round off this section with a few words on
interfaces, as it’s easy to confuse them with that
with which they are interfacing. In particular, my
description of LARPs as overlaying Reality brings
to mind a technology invented to do just that:
augmented reality.
20
Note that although the consensus is that Reality is an
objective reality, there are those who believe that it could be
susceptible to subjective opinion through a mechanism
known as the Mandela Effect (Broome, 2010). Basically, this
says that things that aren’t true in Reality can become true if
enough people believe that they’re true. Let’s try it: believe I’m
wealthy.
How to Be a God
146
Augmented reality games are indeed like LARPs
in that they overlay parts of Reality, but the
manner in which they do so is different. Whereas
LARPs co-opt Reality and override it using the
imagination, augmented reality co-opts the senses,
overriding them with new, invented components
21
.
Because of this, augmented reality games (unlike
LARPs) can bring with them the appearance of new
physics. This opens up the possibility that they
could be used to interface not only with worlds
that overlay Reality (in the form of virtual phases),
but with independent realities (in the form of
virtual worlds).
They can be, too! The process has to avoid
making situational use of Reality’s physics (apart
from time), because otherwise the game world
wouldn’t be fully virtual. For easy-to-comprehend
reasons, when augmented reality is used to
interface with a virtual world by making it appear
to be part of Reality, the result is called a mixed-
reality game; for MMOs, World of Tanks is the
trailblazer here.
Virtual reality is basically augmented reality
that overrides all of the appearance of Reality,
21
For someone experiencing psychosis, their own mind
uncontrollably overwrites parts of Reality with invented
sounds (typically voices) and visuals. If you want a sense of
what this is like, try the game Hellblade: Senua’s Sacrifice,
which was made in consultation with individuals who have
lived-experience of the condition. Warning: it’s not for
everyone.
Chapter 3 Realising Dreams
147
rather than just parts of it. It therefore goes
without saying that virtual reality could also be
used as an interface to a virtual world. I
nevertheless did say it, because virtual reality and
augmented reality tend to hang out as a couple, so
not bringing both up together would have been
like using an open parenthesis without
accompanying it with a closing one (and we all
know how irritating that is.
Origins of Reality
From where do realities come?
One approach to answering this question is to
look at where virtual worlds come from first, then
apply that understanding to Reality. I’m going to
set about it from the opposite direction, though:
look at where Reality comes from first, then apply
that understanding to virtual worlds. This is
because philosophers and theologians have, over
the centuries, invested quite a bit of thought into
explaining how Reality was created, and it would
be discourteous not to scrounge off their work.
Proceeding in this manner, we can consider
what the implications would be for virtual worlds
brought into being the same way as Reality. In so
doing, we can critique the method of Reality’s
creation. Of course, this does run the risk of calling
How to Be a God
148
the whole process of Reality’s creation into
question; then again, it could help clear up certain
aspects of Reality’s creation that are otherwise
hard to explain
22
. Note that the question I’m asking
here isnt why Reality was created, it’s how it was
created. Why it was created in a Chapter 9 thing.
As it happens, theres no single answer to this
question for Reality. There are, however, five that
are quite common. Yes, I am going to thrill you
with all of these.
The first answer is that Reality has always
existed. It wasnt created, as such: its always been.
There was no “before” its existence, therefore no
“from” whence it could “come”. This is the
Buddhist and Jainist answer, although most of the
other answers also involve the always-existence of
something, if not of Reality itself. There is a further
refinement of this Reality-has-always-existed
answer that says yes, it has always existed, but it
wasnt really habitable until a being from a higher
reality (an Earth-diver) descended to Reality and
started improving matters
23
.
The second answer is that Reality was formed
out of a pre-existing, primordial state that
contained the makings of Reality but wasnt itself
Reality. This is the Ancient Greeks’ answer; they
22
Christian theologians in particular have a pleasant surprise
awaiting them.
23
This is what a good many Native American accounts will
tell you, for example.
Chapter 3 Realising Dreams
149
called the primordial state Chaos. Reality comes
forth from this primordial state in one of two ways.
The first way is what happens when the primordial
state is a dark, empty void: something emerges or
hatches
24
from it that brings order and so creates
Reality. The second way is what happens when the
primordial state is made up of two opposites mixed
together: something separates them out into
Reality and some other reality (such as a heaven).
In either case, the creation of Reality doesn’t
just occur automatically: some innovative
individual has to get to work, otherwise, wed still
be living in Chaos
25
. This being is known as a
demiurge, and is either a creator god or an
individual created and tasked by a creator god to
create Reality. Theres a technical term for this
perspective on the origin of Reality: creatio ex
materia (“creation out of matter”).
The third answer to the question of where
Reality came from is that it was created out of
nothing (creatio ex nihilo
26
). If you were to liken
Reality to a city made out of bricks then creatio ex
materia is where you start off with an enormous,
mixed-up pile of assorted bricks and have to make
it all from those, whereas creatio ex nihilo is where
you dont even have the bricks. This is the answer
24
If it hatches then the primordial state either contains, or is
itself, what’s referred to as a cosmic egg.
25
Then again, how would we know we weren’t?
26
You can perhaps tell from the fact these terms are in Latin
that they’ve been around for awhile.
How to Be a God
150
of Judaism, Christianity
27
and Islam (the main
Abrahamic religions).
That said, the Old Testament of The Bible is in
truth a little hazy on the origin of Reality, mainly
giving an impression of creatio ex nihilo but
occasionally hinting at creatio ex materia. What it
does make clear, though, is that Reality definitely
was created. This enables a line of reasoning called
the first cause argument
28
, which goes something
like as follows:
Everything that begins to exist has a cause.
Reality began to exist.
Therefore, Reality must have a cause.
You can take this further, by noting that if
Reality has a cause then that cause must itself
ultimately be uncaused, therefore there must exist
an eternal, uncaused creator of Reality (which is to
say, God
29
). This clears matters up if you accept the
Old Testaments position, but if you wished to be
cynical you could ask why Reality needed to begin
to exist if its creator didnt
30
.
The fourth answer to the question of where
Reality came from is that it was created out of the
body of its creator (creatio ex deo). This has two
27
For most definitions of “Christianity. Some Christians,
such as Mormons, take a creatio ex materia approach.
28
The origins of this argument come from the Islamic
discipline of Ilm al-Kalām (“science of discourse”).
29
The concept of an uncaused being, or a being who contains
within themself their own cause, is called asiety.
30
This is known as the unmoved mover paradox.
Chapter 3 Realising Dreams
151
different flavours. The first is literal: the creator
bled out, spat, sneezed, or otherwise secreted
31
Reality; or gave birth to Reality; or lost hair, an eye,
hand or other body part
32
which became Reality.
This is the answer of the Kuba people of central
Africa, whose creator god, Mbombo, vomited forth
the sun, moon and stars (followed a while later by
some animals and people) as a result of a bad
stomach-ache.
The second flavour of creatio ex deo, known as
pantheism, says Reality comprises the being of the
creator
33
(usually with reference to the Abrahamic
religions God, although elements of pantheism do
appear elsewhere in Hinduism, for example).
Theres a potential flaw here in that God is perfect
but Reality (or at least humanity) isnt, which is an
inconsistency. This can be explained, however, by
either supposing that all of Reality is part of the
divine but the divine is more than just Reality
34
, or
by saying that Reality came from Gods being but
once it left it was on its own so could become
31
I’d list more but I don’t want this book to fall foul of
censors.
32
Ditto.
33
Pantheism can also mean the worship (or at least tolerance)
of multiple gods.
34
This is called panentheism (“all in god”). Reality is a strict
subset of God; while God as a whole is perfect, if you take
such a subset then this isn’t perfect because it isn’t the
perfect whole.
How to Be a God
152
corrupt
35
. This second possibility returns to the
more literal flavour of creatio ex deo, but without
going into details regarding precious bodily fluids.
The fifth answer to the question of Realitys
origin is that it came from another reality. This
solution fuses together some of the themes present
in other answers
36
. What typically happens is that
proto-realities form, through which humanity (or
its creator) ascends into other proto-realities,
eventually emerging into Reality. This is
essentially a female-biology answer, in that
humanity and Reality are developing in tandem
until humanity is ready to be born. Sometimes, the
birth is literal (from the womb of a female god);
sometimes, its more metaphorical (humanity
appears from the underworld via a hole in the
ground)
37
.
Although the foregoing are the most common
answers to the question of Reality’s origin, there
are plenty of others
38
; I apologise if I havent
covered one that you know to be true. The
scientific evidence currently points at a Big Bang
35
This is like saying your blood is fine while it’s inside you
but if you take it out then it’s not really part of you anymore
and takes on a different nature.
36
Or, alternatively, some of the themes present in the other
answers are diffused from this one.
37
This is also what a (different) good many Native American
accounts will tell you.
38
“Next, they [the gods Kane, Ku and Lono] make the earth to
rest their feet upon.” (Beckwith, 1940).
Chapter 3 Realising Dreams
153
creatio ex nihilo, but leaves open the possibility that
the Big Bang wasnt the start of the matter
39
and
that there could be an always-existed aspect to
Reality (the theory of cosmic inflation suggests this,
for example).
That said, there is a rarer, sixth answer to the
question of where Reality came from that will be of
particular interest later in this book: causa sui
(“cause of itself”). This is the way the Ancient
Egyptian god Ptah did it: he willed both Reality and
himself into existence. Thats pretty damned
impressive! OK, so the Ancient Egyptian gods
Amun-Ra and Atum-Ra did the same thing, but Ill
nevertheless use Ptah as my exemplar because
Amun-Ra and Atum-Ra could only claim theyd
done it once the gods Amun and Atum respectively
had been merged with the god Ra. Ptah, on the
other hand, could do it from the get-go
40
.
Before we leave this topic, there are two more
theological terms that we can just take because
theologians can’t stop us: when a god exists in a
higher reality than Reality then that god is said to
be transcendent; a god that exists in Reality is said
to be immanent
41
.
Strictly speaking, these terms only apply to the
pairing of Reality and a higher reality, but Ill be
39
Or indeed of the anti-matter.
40
If you really want to rile the populace of ancient Heliopolis,
point out that Ptah created Ra anyway so the point is moot.
41
Immanence can also refer to the situation in which a reality
in some sense is its god.
How to Be a God
154
using them in a more relative fashion (not very
often, admittedly). For example, when you play a
virtual world then your character is immanent to
that virtual world, whereas you, the human being
at the keyboard, are transcendent to it. The same
applies to aspects of a gods nature: if you and I are
sitting next to one another while playing an MMO,
and I ask you to come to help me, then from the
perspective of the non-player characters of that
MMO Im exhibiting transcendent powers
powers that are completely beyond the MMOs
physical laws. From the perspective of you and me,
I’m merely exhibiting the power of speech available
to most people in Reality
42
.
Origins of Sub-Realities
Having answered, multiple times, the question of
how Reality was created, we can now turn our
attention to the question of how the sub-realities
that are virtual worlds are created.
This is much easier, as theres only one answer:
creatio ex nihilo.
Hmm. Yes.
42
Note that my power of speech doesn’t qualify as being
immanent; this is because I’m not a god of Reality.
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Well although thats the coldly-analytical
response, we can argue that many of the other
ways that Reality was created can be applied to
virtual worlds, too.
If, for example, you use an off-the-shelf game
engine to create your virtual world, replete with
physics and predefined objects that you can drop
in and change at will, that sounds an awful lot like
creatio ex materia.
If you do as I tell my students to do, and try to
create a virtual world that says something, youre
investing a part of your identity in the world you
create, which sounds an awful lot like creatio ex
deo.
If you are a player of a non-game world such as
Second Life, entering its reality and starting to
build sounds an awful lot like youre Earth-diving
(well, Second Life-diving).
If you create a world, then discard it and
recreate it from scratch, and continue to do so,
improving it each rewrite
43
, then it sounds an
awful lot like the developmental, gestational, came-
from-another-reality approach I described in the
previous section.
If you want to get really philosophical about it,
and believe in a deterministic universe, you can
even suggest that your virtual world has been
43
In case you weren’t counting earlier, MUD was rewritten in
its entirety three times. The final version, known as MUD2,
was/is actually version four.
How to Be a God
156
embodied implicitly in the make-up of Reality since
forever. In the same way that a broken egg is
embodied in the situation of an unbroken egg
that’s falling from the top of the Burj Khalifa, so
your virtual world has been embodied in Reality at
every moment in the past. This sounds an awful lot
like saying your virtual world has always existed.
OK, so some of these “sounds an awful lot like
expositions rely heavily on metaphor, but given
how much metaphor is routinely involved in
interpreting accounts of Reality-creation, theyre
well within established bounds.
The only way Reality was created that doesnt
work for your virtual world is Ptahs method. Your
virtual world was created by you. You didnt will
yourself into existence at the same time as your
virtual world, so this isnt how it happened
44
.
Looking at all these methods, though, its clear
that at some point either you or someone else had
to create the virtual world from nothing: creatio ex
nihilo. Sure, you think it up in Reality, use the tools
and physics of Reality to make your ideas manifest,
and it runs on computers existing in Reality, but as
a reality it came from nothing.
44
Unless you’re Ptah, in which case I may be in trouble.
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157
Realities Determined
While describing back there how it could be argued
that the virtual world you make has in some sense
always existed, I touched on the notion of a
deterministic universe.
Are virtual worlds deterministic?
OK, so lets start off by looking at what I mean
by “deterministic” here. It’s quite a long
explanation, but bear with me. I’ll use games for
my examples, because why wouldn’t I?
So, when you play Chess, its possible to write
down: where all the pieces on the board are; whose
turn it is; whether the last move was of a pawn
open to en passant; and whether each side can still
castle or not. Suppose you made such a note of a
game: you could subsequently put away the board
and pieces, then fifty years later take out your note,
set up the board as described, and continue to play
exactly where you left off. Given the rules of
Chess
45
, someone else could find your note a
hundred years after that and continue the game
from the point you recorded it a century and a half
previously.
45
This is actually important: the saved positions alone aren’t
enough. We have examples of saved positions from the
Ancient Egyptian game known today as Hounds and Jackals,
but we can’t set up a board and carry on from where the
original players left off the rules didn’t make it across the
millennia.
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This kind of write-downable description of a
game in play is called a state. It’s a technical term
46
,
but a fairly intuitive one you had no problem
understanding it when I was talking about backing
up virtual worlds earlier. When you save a
computer game, youre saving some or all of its
state: if the battle you engage in immediately after
the save doesnt go quite as well as you had
perhaps hoped, you can load the saved state and
try again
47
.
We’ll find the concept of a saved state useful
(again) later, but for our current purposes it’s the
relationship between different states that’s of more
interest. The thing is, a state can usually be
transformed into a new state. In Chess, this happens
when you make a move. The pieces are no longer
arranged how they were before and (assuming the
game isn’t over) its now your opponents turn. You
could still record the game’s state, its just that
now it would be a different state.
In Chess, there are normally many alternative
moves that can be made in a given state; figuring
out which one is best is what makes the game fun
(well, that and winning). Each move in one state
leads to a different state, from which other moves
lead to other states.
46
As people who remember earlier footnotes will know.
47
In Steve Meretzky’s classic work of interactive fiction,
Planetfall, whenever you save the game in the presence of
your robot buddy, Floyd, Floyd says “Oh boy! Are we going to
try something dangerous now?”.
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159
Imagine drawing a genealogy-style tree, with
the initial, ancestor state (the one before anyone
makes a move) at the root. For each possible move
in that state, begin a branch that leads to a newer
state. From the starting position in Chess, white
can move one of eight pawns forward either one or
two squares, or can move one of two knights to one
of two squares each a total of 20 possible moves.
This means that from the initial state there are 20
branches, each leading to one of the 20 possible
states that can pertain when its blacks first turn.
Black can also make one of 20 opening moves, so
each of those 20 states also has 20 branches
coming from it, meaning that when its whites
second turn the board could be in any one of 400
possible states. Some of these will have more
moves available than others, and after white has
moved again there are 8,902 states that black could
be looking at; when its whites third turn, there are
197,742 possible configurations of the board
48
. The
number continues to grow rapidly as play
proceeds.
The first two moves in Chess have a branching
factor of 20. Overall, the average branching factor
across all states is about 35 for Chess.
In a deterministic game, the branching factor is
always exactly one.
48
I didn’t work these numbers out myself (well, except for the
first two, when I was about ten years old); I got them out of
(Sloane & Plouffe, 1995).
How to Be a God
160
As a general rule, if the next state in a sequence
is created by applying a function to the current
state, and that function involves no uncertainty
(that is, its not random and doesnt involve
external input), then you have a deterministic
sequence. The same starting conditions will always
lead to the same behaviour.
A famous example of this in Computer Science
is Conways game of Life
49
.
You can skip past this if you already know
about Life.
So, Life isnt so much a game as a toy. You start
off with a grid of squares (called cells), and mark
some of them as occupied. Except for the ones at
the grid’s edges, each cell is adjacent (orthogonally
or diagonally) to eight other cells. Every turn (or
generation), you go through all the cells, figuring
out what will be in them next turn. There are three
rules:
Every occupied cell adjacent to either
exactly three or exactly two other occupied
cells in this generation survives to the next
generation.
49
Although its name is simply Life, it’s traditional to refer to
it as Conway’s Game of Life. It was invented by John Horton
Conway in 1969 (Roberts, 2015), but as far as I can tell there
isn’t an original monograph describing it. It was first brought
to public attention by (Gardner, 1970).
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Every empty cell adjacent to exactly three
occupied cells in this generation becomes
occupied in the next generation.
All other cells become or remain empty in
the next generation.
For example, Figure 6 shows three successive
generations of states in Life using a 6×5 grid. To the
left is Generation 0, the initial state, consisting of
four occupied cells (shown in black) horizontally
across the middle. If you go through each of
Generation 0s 30 cells in turn, applying the above
rules to see what goes in the corresponding cell of
the next generation, youll arrive at the middle
state, Generation 1. Go through all the cells in
Generation 1 applying the same rules to them and
youll derive the state on the right, Generation 2.
I chose the set-up for Generation 0 that I did
specifically so that Generation 2 would be stable: all
its occupied cells are adjacent to two other
occupied cells, and no empty cells are adjacent to
exactly three occupied cells, so henceforth nothing
is going to change from one generation to the next.
Generation 0
Generation 1
Generation 2
Figure 6 Three Generations of Life.
How to Be a God
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This particular configuration of cells occurs quite
often in Life and has its own name: its a beehive.
Generations in Life dont have to end up stable.
For example, if Generation 0 had been initialised
with only three horizontally-adjacent occupied
cells instead of four then the Generation 1 which
followed it would have had three vertically-
adjacent occupied cells. Thereafter, all even-
numbered generations would have looked the
same as Generation 0 (three horizontally-adjacent
occupied cells) and all odd-numbered generations
would have looked the same as Generation 1 (three
vertically-adjacent occupied cells). This pattern is
known as a blinker.
Patterns can move across the grid from
generation to generation, too. Figure 7 shows
successive generations of a pattern known as a
glider, which repeats every four generations but in
a new position (that is, Generation 4 is the same as
Generation 0 but diagonally one cell to the right
and one cell down)
50
.
Thanks to modern computers, its possible to
automate Life and to build absolutely enormous
grids. Cell patterns can move around, interacting
with one another dynamically to create incredible
effects: self-replicating patterns; patterns that
50
There are two opposing philosophical views as to whether
objects are wholly present every moment of their existence
(endurantism) or whether they have distinct temporal parts
(perdurantism). Look at gliders and see what you think.
Chapter 3 Realising Dreams
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display dot-matrix-like words; patterns that can
perform arithmetic calculations
51
. Its amazing to
watch animations of some of these in action.
The thing is, though, no matter how large the
grid, no matter how sophisticated the apparent
behaviour of the patterns, no matter how
impressive the result, whatever happens is
determined only by the rules of Life and the initial
state. Whatever you supply as Generation 0
completely embodies every generation thereafter.
Life, then is deterministic. You set the machine
up, and from then on whatever is going to happen
is fixed. It may look as though things are
happening by chance, but theyre not. If you were
to give someone else the same starting state that
51
In fact, as they can be built to simulate a Universal Turing
Machine (Turing, 1937), they can in theory compute anything
computable, given time.
0
1
2
3
4
Figure 7 - A Glider in Motion.
How to Be a God
164
you were using, and they plugged it in as the input
for their own software implementation of Life, then
exactly the same sequence of events would unfold
for both of you
52
.
So, is Reality deterministic? Or, to paraphrase
Conway himself: are you reading this because its
your choice or because it was predetermined?
Life was the first example discovered of what is
now known as a cellular automaton. Everything
about its operation proceeds causally and
relentlessly. The current state causes the state that
immediately follows it, and thence every state that
will ever follow it. Any one state holds implicitly
within it all the states that will come after it.
Suppose that you were to take a snapshot
53
of
Reality, recording the position and momentum and
anything else you needed to know for every single
fundamental particle at same instant. Youd have
to do this from outside Reality, of course, because
Reality doesnt have enough room to store itself
more than once
54
and time has a relative aspect to
it; lets suppose, then, that you are in a higher
reality and that all this is therefore possible. So: if
you were to re-run Reality twice from your single
52
This assumes that neither your program nor theirs is
embarrassingly buggy.
53
The technical term, which I snuck in earlier, is a dump.
54
Let alone an infinite number of times over: each copy of
Reality held within Reality would in turn have to keep a copy
of itself, and so on indefinitely (like a fractal but without the
zoom).
Chapter 3 Realising Dreams
165
save point, would things pan out the same way
both times or differently?
If they do pan out the same way both times,
Reality is deterministic
55
and any sense that its
inhabitants may have that they possess free will is
mistaken
56
. This is the basis of the pantheistic
position advocated by the Dutch rationalist
philosopher, Baruch Spinoza: if Reality and the
creator are one and the same, and the creator is
perfect, then Reality must be deterministic.
If things don’t pan out the same way both
times, Reality is not deterministic and chance plays
a part. At the moment, science has met with some
success treating fundamental particles as globs of
probabilities, so it looks as if free will is winning
among natural philosophers
57
. Science does leave
open the possibility of changing its mind when
presented with further evidence, though, so this
view need not necessarily prevail in the long
term
58
.
To return to the question posed at the
beginning of this section, then: are virtual worlds
deterministic?
55
Either that, or its random-number generator by pure
chance produced the same series of numbers both times.
56
Free will is discussed in more depth in Chapter 6.
57
That is, physicists.
58
It may be possible to capture the fundamentals of physics
in terms of hypergraph manipulation (Wolfram, 2020). Such a
system works deterministically, a bit like Conway’s game of
Life but on nodal relationships rather than on grid cells.
How to Be a God
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Well, virtual worlds can definitely be non-
deterministic, because I distinctly remember
writing the random-number generator for MUD
59
.
The interesting point, though, is why theyre non-
deterministic.
Programmers usually like their programs to be
deterministic, because that makes them so much
easier to debug. After all, if you cant reproduce a
problem, how can you be sure youve fixed it?
Nevertheless, programmers of virtual worlds
deliberately introduce non-determinism. For what
reasons?
Well, there are essentially two.
The first reason is the weaker one: you might
get interesting states that you couldnt get were
the system simply left to run mechanistically. This
isnt all that important, because you can have any
state you want at initialisation time; where it helps
is in showing you states that you might want but
hadn’t realised you did.
The second, stronger reason for having non-
determinism in virtual worlds is that players dont
like too much predictability. Uncertainty can spice
things up a bit (and furnish a useful excuse should
you, the player, make a bad move). If you know
59
The question “Is this reality non-deterministic?” can be
answered in the positive if at least one random-number
generator used in the implementation of that reality is non-
deterministic. MUDs one-and-only random-number
generator was non-deterministic (it used the real-time clock
as a seed), so MUD itself was also non-deterministic.
Chapter 3 Realising Dreams
167
every time you start a fight with a monster what
the outcome will be, well wheres the fun in that?
The game could save you time by flatly telling you
the result, without making you go through the
motions.
As both these reasons suggest, then, virtual
worlds have randomness internal to them because
people external to them find them more
interesting that way. A deterministic virtual world
would only be interesting if it were simulating
some deterministic natural process (and then only
to people who studied this process).
That said, uncertainty doesnt have to come
from a random-number generator. There are many
sources of uncertainty in games, of which what are
effectively N-sided dice comprise but one
(Costikyan, 2013). The primary fount of
unpredictability in virtual worlds is actually player
activity. Even if a virtual world were entirely
deterministic, it would be impossible to predict
what it would look like at an arbitrary point in the
future were players able to mess with the pieces
60
.
Theres an interesting point that arises from
this, which doesnt seem to have previously been
picked up by either philosophers or theologians.
Without an injection of uncertainty, a virtual
world developer could look at a dump of the virtual
60
Except if all timelines end the same way regardless. What
Reality will look like after the universe’s projected heat death
might be an example of this, for example.
How to Be a God
168
world and figure out what any NPC was going to
do next. This would make the developer
omniscient but the NPC bereft of free will. If the
virtual worlds system of causality is influenced by
a random-number generator then NPCs could
perhaps be said to have free will, but then the
developer would no longer be omniscient. If
instead the source of uncertainty is caused by the
presence of players from Reality, though, then the
developer could remain omniscient with respect to
the virtual world, but the NPCs would have free
will because of the uncertainties that come with
input from Reality.
Put another way, if the gods of a reality are
omniscient then the NPCs’ free will in that reality
derives from the actions of player characters sent
from the gods reality
61
.
Getting Personal
Of the six explanations I gave regarding Reality’s
origins, only in the first is Reality not somehow
brought into being (it’s always existed). In all the
others, Reality is explicitly, if not necessarily
deliberately, created. Supposing for now that
61
Whether the players of those characters have free will
themselves is another matter, of course.
Chapter 3 Realising Dreams
169
Reality was created, a reasonable question to ask is:
who or what created it?
Now of course, there are as many specific
answers to this question as there are specific
accounts describing what happened. Details aside,
though, each will fundamentally espouse one of
only two basic positions: either Reality was created
by an entity
62
who can be regarded as a person, or
it was created by an impersonal or unknowable
force.
In the case of virtual worlds, it’s pretty clear-cut
that they are indeed created by an entity who can
(charitably) be regarded as a person the virtual
world’s designer. As we shall see shortly, however,
the issue is less to do with whether they can be
regarded as a person and more to do with whether
they will be.
When a god can be related to as a person, that
god is said to be a personal god. This doesnt mean
that you have your own, personal god like you have
your own, personal coffee-mug; it means that the
god in question has qualities similar to those
possessed by human beings. These qualities might
include free will, emotions and forethought, for
example.
For Reality, the subject of a personal god is one
area where the major Abrahamic faiths disagree. In
62
Or entities, but I’ll assume the singular for now so I don’t
tie my sentences up in knots of singularity and plurality.
How to Be a God
170
Judaism, God
63
is beyond human understanding
and so can not be related to as a person, although
some degree of anthropomorphism may be helpful
to convey certain ideas about Gods nature. In
Christianity, God is three beings: the Father, the
Son and the Holy Spirit
64
. The Father and the Son
are definitely personal gods; whether the Holy
Spirit is or not is less certain. In Islam, God is a
personal god but is not of Reality; this means that
although humans can visualise some aspects of
God, their picture will always be incomplete.
The disagreement arises because in order to
have created Reality as advertised, God must be of
a higher reality one to which human beings have
no access (at least while alive)
65
. Without such
access, we have no handle on said higher reality: it
lies outside human experience and is
incomprehensible to us. God, therefore, as a being
of this higher reality, must also be
incomprehensible to us. How, then, given that God
is personal, can we comprehend God as a person?
Judaisms answer is that we cant. Christianitys
answer is that God is three people in one and that
although the whole is incomprehensible, each
person making it up isnt. Islams answer is that
63
For brevity and clarity, I’ll simply refer to the Abrahamic
god as God here, rather than Yahweh/God/Allah.
64
Also known as the Holy Ghost, but I’ll go with Holy Spirit;
it sounds less like an expression of annoyance made by Robin
in the 1960s Batman TV series.
65
That is, God must be transcendent.
Chapter 3 Realising Dreams
171
there are glimpses of God that are comprehensible
to us, but glimpses of God arent God.
These arent the only ways to answer the
question, of course. The Hindu god Vishnu is a
transcendent personal god who neatly addresses
the problem of being incomprehensible to humans
by occasionally manifesting in Reality as different
human-comprehensible avatars (Krishna and Rama
being the best-known
66
). In this sense, Vishnu can
be visualised a bit like matter in a superposition of
quantum states, being all of them at the same time
but able to collapse into any single one to become
observable
67
.
There is a conviction that bridges the gap
between a personal and an impersonal god. Known
as pandeism, it holds that the creator god started
out as a person, but in the act of creation became
Reality itself and so ceased to be a person. Its
basically a fusing-together of pantheism (which
says that Reality and the divine are one, but is non-
committal about how that happened) and deism
(which says that Reality has a creator god, who,
having created it, seems then to have abandoned
it).
66
Not all Vishnu’s avatars are of human form. Kurma, for
example, is at least half tortoise.
67
Usually, however, Vishnu is visualised as being a blue man
with four arms.
How to Be a God
172
Deism and pantheism tend to be at odds
because both take a rational
68
approach to their
understanding of Reality and therefore have to
defend their positions rationally. Deism holds that
there is a god of Reality, but that this god doesnt
intercede in Reality (at least not directly). It
suggests that Holy books and prophets are
unreliable and so count as inadmissible, hearsay
evidence, but that the existence of a god can
nevertheless be deduced formally by applying
logical thought, rooted in observations of the
natural world (a teleological argument an
explanation in terms of purpose rather than of
cause).
Pantheism is a qualification of deism which
goes a step further: it asserts that the universe is
itself a god. Its dispute with deism is over what is
the Absolute the “most real” being. Pantheists say
its Reality; deists say its a being of a higher
reality.
Pandeists resolve this by saying its the latter
transformed into the former.
Interestingly, although these philosophical
positions aim to further our understanding of
Reality’s relationship with its creator, the same
positions also arise when creators of virtual worlds
aim to further their own understanding of the
68
You could almost say scientific, if experiments weren’t so
difficult to design and to perform.
Chapter 3 Realising Dreams
173
realities they create even if their motivations are
somewhat more pragmatic.
For example, in MUD there were a small
number of players who had reached such a high
level that they acquired supernatural,
administrative-grade powers; we called these
players wizzes
69
, but in the terminology of this
book they were demigods. A topic that they
discussed long and hard among themselves was
the appropriate degree of openness they should
exhibit while playing. Some liked to operate
covertly, only altering the game world in subtle
ways, but others preferred to operate overtly,
displaying their powers in an unconstrained
manner. This caused friction between the two
groups. Neither disputed the fundamental right of
gods or demigods to interfere in the affairs of
regular player-characters (mortals); their
disagreement only concerned whether they should
be seen to be doing so or not.
The demigods in favour of overtness were like
those of Ancient Greece, insisting that they were
noticed and that play revolved around them. They
were personal gods in extremis: they wanted to
interact with players
70
in supernatural ways it
was the very reason they played. Their (not
entirely persuasive) argument for overtness was
69
Short for “wizards and witches”.
70
Probably with NPCs, too, had MUD been able to boast any
that exhibited human-level intelligence.
How to Be a God
174
that if regular players saw someone using
supernatural powers, or felt the direct effect of
those supernatural powers, then they’d be
incentivised to try to earn those powers
themselves
71
. Truth be told, though, the demigods
who played overtly did so because they enjoyed it.
The demigods who preferred covertness were
effectively advocating deism, because they didn’t
do anything in or to the reality that couldn’t be
explained naturally (as opposed to supernaturally).
Their argument against playing overtly was that
it’s easier to manipulate the game world if players
don’t suspect you’re doing it. Furthermore, when
regular players can see that a god is around, they
will readily attribute anything unexpected that
they experience to supernatural intervention. If,
say, they underwent a period of bad luck, they
would unhesitatingly blame it on godly
interference. OK, so perhaps more often than not it
was godly interference, but without the visible
presence of a god it could have just been a whim of
the random-number generator
72
. Also, having
visible gods reduces players’ sense of wonder;
71
This rationale is harder to justify in modern virtual worlds,
because these days players don’t get to become demigods
through play. Be that as it may, imaginative individuals do
exist in whom a rampant exhibition of godly powers might
inspire an ambition for a career in MMO development.
72
The acronym RNG is used to refer to a virtual world’s
random-number generator; the god of Reality who controls
the output of the virtual world’s RNG is known as RNGesus.
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175
when you know there’s a god on walkabout,
everything that happens tends to be coloured by
the presence of that god. You can’t simply play as
normal, because there’s someone there who isn’t
playing in quite the same sense that you are.
The gods and demigods of modern virtual
worlds adopt a third, compromise position: they
moderate their appearances in the virtual world,
only interfering when there’s an issue to address.
This resembles the approach favoured by the gods
of Hinduism, who tend to be covert until there’s a
problem that needs to be fixed, whereupon they’ll
reveal themselves overtly to fix it. If the gods of an
MMO don’t appear, it’s not because they’ve
abandoned their reality, it’s because it’s running
smoothly
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.
The reluctance of such gods and demigods to
show themselves is perhaps explained by the fact
that overtness doesn’t scale well. If a god manifests
in front of 100 players in a MUD, it’s relatively easy
to handle the conversations that 10% of these
players will immediately attempt to start with that
god. If there are 10,000 players, it’s not so easy
74
.
73
A branch of theological thought known as occasionalism
proposes that gods only interfere in the general cause-and-
effect operation of their created realities, er, occasionally.
There’s a suggestion that this could be a profitable way in
general to examine the relationship between the designers
and players of games (Leino, 2019).
74
Aside: it could be (and has been) suggested that praying in
Reality is akin to issuing a bug report in a virtual world. I get
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176
This isn’t to say that game designers don’t play
their own games alongside regular players, but if
they do then it’ll usually be as regular players. In
Shakespeare’s play Henry V, King Henry walks in
disguise among his men on the eve of the Battle of
Agincourt so as to find out what they truly think of
him and his campaign. OK, so Henry isn’t a god
75
,
but the principle is the same: you’ll get a more
honest idea of what your creation is like if you
wander it as a nobody than if you wander it as a
somebody.
Judging by our experience with virtual worlds,
then, deism is a plausible way for players to view
gods: they do exist, but don’t overtly intervene.
What, then, about the more specialised position of
pantheism? This says that the virtual world is itself
its god.
Well, considering that we know for a fact that
virtual worlds do not create themselves, it looks as
if pantheism is dead in the water as a way of
characterising them. Bad news, pantheists: it is
indeed
76
. However, pandeism (which suggests that
the analogy, but can state with some certainty that there
were very few gods or demigods of MUD who would have
regarded “I don’t have a kick-ass sword” as a bug.
75
That said, in the play’s prologue Shakespeare suggests that
the actor playing Henry is to the real Henry as Henry himself
is to Mars, the god of war.
76
You might be able to argue that a virtual world could be the
end result of a self-modifying computer program. Whether
the program or its programmer was the true creator of the
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a personal god created the virtual world and in so
doing became it) puts up more of a fight.
I’m about to touch on motivation here, which I
really want to leave to the final chapter of this
book; it does help explain the point, though,
therefore I’ll permit a modicum of it to sneak in
early.
So, some of the people who developed early
virtual worlds did so as gifts to their players. They
wanted to create a reality that belonged
collectively to its visitors rather than to its makers.
The gods were to be servants of the players,
implementing whatever changes to the physics of
the world the players requested of them, but
distancing themselves from the social outcomes
that derived from the world as played.
The most famous example of this was Pavel
Curtiss LambdaMOO, a social world dating from
1990. Ill talk in Chapter 8 about how this worked
out
77
, but for the moment I simply want to draw
the analogy with pandeism. LambdaMOOs god
began as a tool-wielder, but upon completing his
creation gave up his creative identity and became
his creations tool. Pavel-the-designer became
Pavel-the-programmer.
Now, I said “analogy” back there because
LambdaMOOs story doesnt map exactly onto
world would then depend on whether the program had free
will or not (see Chapter 6).
77
Spoiler: not as planned.
How to Be a God
178
pandeism. Its god didnt lose his godly powers, he
merely chose not to exercise them, deism-style,
except as directed by his creation through the
medium of its players. In true pandeism, the world
created assumes the gods powers itself (which it
exercises by existing). We can afford to give the
analogy some leeway, though, so as not to dismiss
pandeism’s case on a mere technicality.
In general, it may seem risky for the designer of
a reality to yield control of their godly powers to
others, because said designer could well have made
a mistake somewhere along the line that they
realise too late needs to be addressed. Pandeism
has no problem with this regarding Reality,
because the creator god was (or sort-of is) perfect
and therefore didnt ever make any mistakes in the
first place. It does have a problem with it for
virtual worlds, but not necessarily in the manner
you might expect.
The problem is not to do with perfection. This is
because, from a pandeist perspective, any reality
that contains the means by which it can be fixed is,
in fact perfect. This was indeed the case with
LambdaMOO: if a bug was detected in the code or
the design then the players could instruct Pavel-
the-programmer to fix it, which he would do.
The problem was that although Pavel, the god
of LambdaMOO, wished to and tried to abdicate his
godly powers, he couldnt while he retained control
of its physics. He wasn’t merely the agent of his
virtual world’s will (as expressed by its players); he
Chapter 3 Realising Dreams
179
was also the agent of his own will. If the players
asked for something that he knew was a very bad
idea, he could yet veto it. If they didn’t ask for
something he knew was a very good idea, he could
yet implement it (which indeed he eventually
did
78
).
Perfection has consequences. Try as he might,
Pavel remained LamdaMOOs god whether he liked it
or not.
As I said, well explore the consequences of this
later.
The failure of the god-as-designer-to-god-as-
programmer analogy seems to suggest that
although pandeism comes close to being able to
describe how virtual worlds (if not Reality) are
created, it ultimately falls short.
That’s only seems, though. It does have one
more card it can play.
To explain this, I need to introduce the concept
of mind-body dualism. This is somewhat oblique to
the discussion so far, but it does enable quite an
impressive observation.
So, the basics of the idea are quite old, but it was
pushed hard by the French philosopher and
scientist René Descartes in the 17
th
century. The
suggestion is that the body and the mind are
separate and distinct. In one form, substance
dualism, the body is physical and the mind is non-
78
Details in Chapter 8.
How to Be a God
180
physical
79
helpfully consistent with the idea of an
immortal soul that can be attached and detached
from a human vessel. In another form, property
dualism, the mind is governed by the physics of
Reality just as everything else is, but it’s not part of
the body. There are other forms of dualism, too,
but these are the main ones.
The counter position is monism. This says that
the mind and the body arent separate, but that one
is a consequence of the other (or, less often, that
both are a consequence of something else).
Physicalism says that the mind is an emergent
feature of how the brain is put together
80
; idealism
says that only thought exists, and the material
world is an illusory construction of the mind.
Which of dualism or monism is the better way to
conceive of Reality is the mind-body problem.
When it comes to the nature of virtual worlds,
the mind and body of a player character are
definitely separate, because the mind is in Reality
(or beyond) and the body is in the virtual world.
Whether the mind and the body of an NPC are
separate things or the same thing depends on the
implementation. In either case, idealism is
poppycock: the representation of the reality is as
data operated upon by rules expressed as program
79
“Physical” here means extending to the space of Reality. It’s
possible that the non-physical mind could be physical in a
different reality.
80
That is, the mental supervenes on the physical.
Chapter 3 Realising Dreams
181
code, which implies either property dualism (if the
code is modular, so different functions govern
different types of object) or physicalism (if the
same code works on all data). Physicalism does still
leave room for the concept of souls, though: just
because the mind and the body are not separate,
that isnt to say theyre not separable (by extracting
just the right data set and running the physics
code on it independently, for example).
I didnt bring up the topic of the mind-body
problem to discuss how the mind and body might
be implemented in a virtual world, though (I do
that later). I brought it up because although
idealism is indeed poppycock, the suggestion that
the virtual world is an extension of the designer’s
mind is not poppycock.
Virtual world design is an art form. When
designers design a virtual world, theyre trying to
say something to their players using the virtual
world as a medium. The phrase often used by
designers
81
to describe this is that they put
something of their soul into the virtual world; it
isnt so much an expression of part of them, it is
part of them, at least in terms of their sense of
identity.
81
Not just me. See also (Kania, 2017).
How to Be a God
182
It could be argued
82
, then, that when a
designer’s design is made real and a virtual world
results, this designed reality embodies part of the
essence of who the designer is. Its fixed, pandeism-
style, because it cant think, but it encapsulates
something of the designers being; from the
perspective of its non-player characters, therefore,
the virtual world itself acts as a medium for
examining their creator. It’s distinct from the
designer, but nevertheless is, in some way, the
designer. This reframing of the pandeistic
interpretation of virtual world creation avoids the
issues with involuntary power retention that I
mentioned earlier with regards to LambdaMOO;
its not about power: its about identity.
Suppose that the designer visited their virtual
world as a player character. In so doing, they would
provide another medium by which non-player
characters could examine their creator one
wholly within the virtual world (and so relatable to
through its physics), but not of the virtual world.
The player character is distinct from the designer
playing it, but nevertheless is the designer.
This neatly results in an equivalence of the
Christian Trinity: the designer maps onto the
Father; their player character maps onto the Son;
82
As indeed I did argue earlier as a “sounds an awful lot like”
exposition. For a rather less superficial argument, check out
Saint Thomas Aquinas’s via negativa approach.
Chapter 3 Realising Dreams
183
the game world itself as embodying its creators
identity maps onto the Holy Spirit.
It’s interesting how this understanding quite
easily drops out from a simple analysis of how
virtual worlds are designed and played
83
.
Self-Modifying Systems
Ptah presents a problem. Its not just a problem for
us, its a problem for him
84
, too.
Ptah, as I mentioned earlier, willed both Reality
and himself into existence. This clearly isnt how
virtual worlds are created; if it were, they wouldnt
be so expensive to make. It’s how Ptah created
Reality, though.
You could, if you wished, use the pandeist
argument I outlined in the previous section to
propose that Ptah first willed himself into
existence and then willed the part of him that
Reality embodies into existence. This would make
83
I did say that Christian theologians had a pleasant surprise
awaiting them.
84
Ptah merges with other gods from time to time. For
example Ptah-Nun is Ptah considered as Nun, the god of
primal matter. Occasionally, the result is female: Ptah-
Naunet was the “mother who bore Atum” (Hart, 1986). In
such cases, Ptah is female and so should be accorded
feminine pronouns. When unmerged, though, he’s always
male; hence, my use of masculine pronouns for him here.
How to Be a God
184
sense if Ptah also had an existence external to
Reality.
Ptah doesnt have an existence external to
Reality, though: hes immanent but not
transcendent. He either created both himself and
Reality simultaneously (which represents a major
violation of the concept of causality, but hey, hes a
god) or he had an internal existence but then
thought Reality into existence about him. The
latter is the predominant account, but either way,
Ptah winds up wholly in Reality. Hes not outside it
“except for a part of his soul” nor inside it “when he
assumes human form”: he’s here the whole time.
Hes also a god still in possession of full-on,
Reality-creation and -modification powers. This
means hes within a reality that he can change any
aspect of while hes within it.
Considering Reality and Ptah as a whole, then,
what we have here is a self-modifying system.
The rules of self-modifying systems are
implemented using self-modifying code. You may
recall my mentioning self-modifying code earlier
as being A Bad Idea programming-wise. It is, but
that doesnt mean it’s always avoidable. Because of
how Roy Trubshaw and I intermingled shared code
and overwriteable data to produce shared data
(which we wanted) and overwriteable code (which
we didn’t), MUD was in theory a self-modifying
system; Roy and I were merely very careful about
which parts of it it self-modified.
Chapter 3 Realising Dreams
185
The physics of a reality is constituted by the
laws-of-nature rules under which that reality
operates. Some such rules apply to everything in
the reality (for example, all the fundamental
particles in Reality occupy a non-zero volume) and
some only apply to a subset of it (for example, not
all fundamental particles are subject to the strong
interaction
85
).
In a self-modifying system, at least one law-of-
nature rule applies to the laws-of-nature rules
themselves, allowing any or all of them (even that
same self-modification rule) to be changed.
So, Ptah has the ability to change the physics of
Reality arbitrarily. He can alter any rule of physics
he chooses. Important: this includes the rule that
says he can alter any rule of physics he chooses.
Because he himself exists wholly as part of Reality,
this is what makes Reality under Ptahs rule a self-
modifying system.
Note that the actual physical rules change, not
merely the objects to which the rules are being
applied. Even in a non-self-modifying system, the
objects themselves can be changed: flashlights
were invented by people, theyre not fundamental
constructs of nature. In a self-modifying system,
85
This is expressed as the strong nuclear force, which
according to the Standard Model of physics holds protons
and neutrons together. As is always the case with science,
though, it’s subject to change in the light of new evidence;
the Standard Model may therefore not be considered correct
at the time you read this.
How to Be a God
186
though, the physical rules currently in operation
can also be changed: theres no such thing in
Reality as a flashdark (which makes everything you
point it at dark), and our current understanding of
Reality suggests that there never will be, but if the
rules of physics were to change (or to be changed)
in an appropriate manner then we could expect to
see flashdarks available in good hardware stores
nationwide within months.
Any god can change the rules of physics, of
course its what makes them a god. Theyre
bound by the physics of their own, higher reality,
but they have free rein with regard to the realities
they create. The point about Ptah, though, is that
he has no higher reality: hes bound by the physical
laws of Reality, which include among them a law
that says he can change those laws. If the laws of
Reality didnt contain such a law, or only contained
a self-exempting one, he couldnt fully change
Reality and hed no longer be a god of Reality.
Let’s work through the implications for Ptah of
being a god of the reality in which he exists.
Suppose we have a suspicion that the laws of
Reality can be changed from within Reality, but
that we dont know the mechanism. If our physical
laws can change, the question arises: how is it
determined which physical law will change next?
Ruling out external influence by a god from a
higher reality (were only looking at changes from
within), there are three possibilities:
Chapter 3 Realising Dreams
187
At random.
Causally.
With intent.
If the changes occur randomly then Reality is
capricious and has no controller. What we have at
any one moment is merely a temporary state of
affairs that could switch without warning, its
physics only becoming fixed when the physical law
thats changed is the one (or last one, if there are
several) that says physical laws can be changed
86
.
It could even be that there is no past or future, only
the single instant of now, and that all your
memories and plans are randomly-generated but
just happen to make sense in this one particular
instant out of all possible instants.
If the changes to the physical laws of Reality
occur causally then things happen because of
antecedents. Changes arise logically according to
Realitys physical rules, following methodically
from earlier changes. The rules of Reality can be
changed, but only as a consequence of earlier
changes. With no external influence or internal
randomness, Reality is therefore completely
deterministic. The future is as fixed as the past.
86
For example, Reality’s physics may have behaved
chaotically until the physical law that changed physical laws
randomly changed itself out of existence. This suggests a
new, third way that Reality could have been created from
primordial Chaos.
How to Be a God
188
With intent, Reality can change its own physics
in ways it chooses when the opportunity arises.
This would make Reality itself count as a god,
because it has choice (albeit perhaps dependent on
a particular vehicle, for example Ptah). As for how
Reality-as-a-god makes its decisions, well it would
have to do so either at random or causally, so this
form of self-modification is necessarily built on top
of one (or possibly both) of the other two.
Of course, any of these three types of reality can
transform itself into one of the others. For
example, a deterministic reality ceases to be
deterministic if it deterministically changes its
own laws of physics such that randomness is
introduced.
Imagine that we, as the designers of a virtual
world, decide to make that world self-modifying.
To accomplish this, we could have changes to its
physical laws happen at random that would be
easy. Alternatively, we could build in the facility to
make rule-changes systematically by giving an
NPC godly powers. We could also make self-
modification arise as a consequence of a series of
events leading to it, or we could simply have it
happen periodically when a timer expires. We have
plenty of options.
The programmers would hate you if you did
this. If you were one of the programmers, youd
hate yourself.
When it comes to implementing self-modifying
systems, the result is self-modifying code. You
Chapter 3 Realising Dreams
189
never really know whats happening with self-
modifying code.
Imagine a recipe for lasagne that changed
dynamically while you were following it. You
collect the ingredients, prepare them, mix them
up
87
, then put them in the oven for a period that is
now wrong because its right for the new,
rewritten ingredients, not the ones you used.
Worse, when you remove it and find it burnt, you
look back at the recipe and read that its now
describing how to make baked Alaska.
Modifying code that is in the process of being
executed is an absolute pain. It can cause crashes
(when you originally set that variable to zero, you
werent planning ever to divide by it, but oh look,
youre going to now); it can cause hangs (true,
there wasnt a never-ending repeat loop when you
called the function, but therell be one when the
function returns); it can be unpredictable (what
fun, this instruction deletes itself while its
executing). You have to be very, very careful when
coding the initial version in order to ensure that
none of the modifications the code subsequently
makes to itself are going to be suicidal. It’s
possible, yes, but even if you’re a god who never
makes coding errors it’s going to be easier to
implement your project some other way. Self-
87
There’s probably a technical term for this, but I’m not a
cook.
How to Be a God
190
modifying code is basically a symptom that your
work is a hack
88
.
Even if you have some valid reason for writing
self-modifying code, theres a general problem
inherent in possessing the ability to modify
whatever of your code is responsible for the
modification of your code: you can ruin it for
Future You. For example, Article V of the
constitution of the United States of America
explains the conditions under which said
constitution can be changed; it doesnt add that
Article V itself is exempt from any such changes
89
.
This means that one generation of United States
citizens could see to it that future generations
didnt get to amend the constitution further,
effectively fossilising it
90
. The prevailing views at
that time would be locked in, which could cause
real problems should public opinion change
91
.
88
Note that I never said MUD wasn’t a hack.
89
Peter Suber’s game Nomic was created in part to
demonstrate problems such as this in modern legal systems
(Suber, 1990).
90
This is also how holy books work, of course: you don’t get
to change the content of The Talmud, The Bible or The Quran.
If you wholeheartedly support one of them but sometimes
wish it didn’t say all of what it says, you either have to suck it
up or to seek a more accommodating interpretation.
91
Amendment XXI repealed Amendment XVIII (which
prohibited the manufacture, sale or transportation of
intoxicating liquors). That couldn’t have happened if the
constitution had become static at Amendment XX
Chapter 3 Realising Dreams
191
It’s worth mentioning that if you were to take
the view that Reality was not created by a god, you
could still have it be self-modifying. Yes, it would
be possibly unstable, but having a creator god
doesn’t guarantee stability
92
. Self-modifying code
is still code. Physics is still physics. If the way a
reality’s physics changes is determined only by its
self-contained physics of change then that physics
of change is just a part of the reality’s physics like
any other part.
Self-modifying systems have further,
mathematical implications not shared by other
systems. Perhaps the most important one follows
from Gödels Incompleteness Theorems.
OK, so Im going to simplify this greatly and use
language which will annoy logicians no end
93
, but
my aim is to get the basic point across, not to
expose the extent of my mathematical logic
ignorance
94
.
So, Gödels theorems concern sets of rules.
Were particularly interested in the case in which
those rules define the physical laws governing a
reality, but the theorems themselves are more
general. They have something to say about the
relationship between the consistency and
92
Although I guess it could help.
93
Needless to say, using the phrase “no end” will annoy
logicians no end.
94
If you want a Pulitzer Prize-winning, accessible
introduction to the topic (and beyond), look no further than
(Hofstadter, 1979).
How to Be a God
192
completeness of the rules of any self-modifying
system.
A set of rules is said to be consistent if (and only
if) it cant be used both to prove that a statement is
true and to prove that the same statement is false.
For example, suppose you have a set of rules for
what counts as a dog: if you can selectively apply
them to a particular animal to prove its a dog, but
selectively apply other rules from the same set to
the same animal to prove its not a dog, then your
set of rules is inconsistent.
A set of rules is said to be complete if, for any
statement to which it applies, either the statement
or its negation can be proven true. A complete set
of rules about what makes something a dog will,
given an animal to consider, be able to tell you
whether it is indeed a dog or not.
This is generally fine for systems that dont
refer to themselves. Rules about dogs are rules
about dogs; they dont include rules about how to
apply or to alter rules about dogs. For self-
referential systems, though, things are not so fine.
What Gödel showed was that if a set of self-
referential rules is consistent, it has to be
incomplete. There are statements about the rule
set which can neither be proved nor disproved
using that rule set.
Gödels theorems apply to self-modifying
realities as much as they do to any other system
with the means to change its own rules. What this
Chapter 3 Realising Dreams
193
means for Ptah is that either hes inconsistent or
hes incomplete or hes both.
If Ptah wants to be able to do anything and
everything in and to Reality, hes seeking
completeness: in mathematical terms, he wishes to
prove all statements that can be proved.
Unfortunately for him (if not for us), he cant do
that without being inconsistent: some of Reality
will be both true and false at the same time
95
,
which makes no sense. If, on the other hand, he’s
seeking consistency then there will be statements
about Reality that are true but which he can’t
prove are true.
In other words, Ptah is either all-powerful
(omnipotent) or all-knowing (omniscient), but hes
not both.
Gödels theorems wouldnt be problematical if
Reality werent self-modifying, so it’s possible that
Ptah could choose either to avoid or to evade this
possibility.
To avoid it, Ptah would create Reality then do
away with the physical law that enabled him to
change physical laws. This returns us to a
pandeistic explanation of what happened: in the
act of creating Reality, he decided to remove his
ability to change Realitys physics further; Ptah the
god created Reality, but in so doing ceased to be a
god.
95
I don’t mean in a “collapse the superposition of quantum
states” way, either.
How to Be a God
194
To evade the effects of having a self-modifying
Reality, Ptah could retain the power to change it
but simply elect never to use that power, making
Reality effectively fixed. This isnt to say that the
ability to change Reality is to all intents and
purposes absent, though: if you have a law which is
never used, it nevertheless retains influence. The
ability to change physics may be critical because if
you didnt have it, youd need it. Ptah could be
keeping all the other Ancient Egyptian gods in line
by having the potential to use this power (even if
he never does use it), in a way he couldnt if the
power no longer existed
96
.
Theres a final point to do with Ptah thats
worth mentioning. Whereas a god who creates
Reality externally has the excuse of “its only part
of me” to explain why the god is perfect but Reality
is imperfect, Ptah can make no such assertion.
Reality is all of him, so if it has imperfections (such
as those demonstrated by the existence of you and
I
97
) then so has Ptah. To be fair, Ptah is never
claimed to be perfect, though, so hes not as likely
to be as worried by this as he might be by his lack
of simultaneous omnipotence and omniscience.
Other gods, who created Reality the sensible
way (that is, from a higher reality), do have some
96
In naval warfare, there’s the concept of a fleet in being a
fleet that remains safely in port but that must be guarded
against in case it did set sail.
97
Yeah, I know, “speak for yourself”.
Chapter 3 Realising Dreams
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claim to perfection. Weirdly, though, this isnt as
much fun as it sounds it should be. See, if
something is perfect, it doesnt need to change
theres no reason to change perfection, its literally
perfect as it is. This makes the god immutable
98
. It
also suggests that the god never changes
emotional state, because thats also a change. This
makes the god impassible. Because human beings
are neither immutable nor impassible, this means
that a perfect god is not a personal god in
possession of the full range of human qualities.
That may be no bad thing, but its something to be
aware of if you ever find yourself in conversation
with a perfect god: they’re not going to change
their mind or their emotional state one iota.
For virtual worlds, none of this is an issue. The
gods that create them are not perfect and they
would be foolish to deny the fact.
Granularity
Virtual worlds are written to run on computers.
The physical laws of their realities are
systematised as program code; the objects of their
realities are embodied as program data.
98
Essentially, hard-coded.
How to Be a God
196
Objects, then, are basically bits in a database
which are meaningful to the code that operates on
them.
What should those bits in those databases
represent?
Lets talk in terms of Lego bricks instead of bits.
No, Im not in the pocket of the mighty Lego A/S of
Billund, Denmark
99
; I just want a metaphor for bits
with which most readers will be familiar.
Lego bricks are like fundamental particles
100
. In
the universe of Lego, everything is made from Lego
bricks (except air, which is made of absence of Lego
bricks). Although its perfectly possible for
interesting combinations of bricks to arise by
chance (as I discovered when I put my childhood
collection in a pillowcase and machine-washed
it
101
), usually people combine the bricks with some
degree of intent.
Now the thing is, most of the time when you
make something out of Lego bricks, youre going to
refer to it as an object. Its a car! Its a giraffe! Its a
secret underground laboratory! This is a called
giving the bricks a symbolic interpretation
102
. The
99
Although obviously I’m open to being so.
100
This is what physicists call them; the term used by
philosophers to refer to entities with no parts is simples.
101
I’d buried some of it in the garden, OK? Pro tip: don’t use
detergent or it’ll leave marks.
102
I realise the everyday usage of “symbolic” suggests that
the interpretation isn’t really worth much, but I don’t get to
decide these words.
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stupendous power of your imagination has granted
this particular collection of bricks in this particular
configuration a coherent identity.
Having a symbolic interpretation does rather
imply that there’s an observer around to do the
interpreting, though. That exact same
configuration of bricks could have arisen by chance
from some kind of primordial brick soup (Althöfer,
2013). If it had done, would it still be a car, a giraffe,
a secret underground laboratory? Or would it
merely be a collection of bricks until someone
came across it and decided what it was (if even
then
103
)?
Regardless of whether you’re looking at
individual Lego bricks or at objects made from
collections of them, in terms of following well-
established laws of nature they behave no
differently to anything else in Reality. Suppose,
though, that when the bricks were put together in
a particular way, new physical laws applied that
didnt apply in any other circumstances. Perhaps if
you were to stack six red two-by-two bricks on top
of each other, they would change colour to
green
104
. Adding more bricks, or using bricks of
103
The philosophical view that there are no such things as
objects, just simples arranged object-wise, is mereological
nihilism. Full-on nihilism argues that there aren’t the simples,
either.
104
For the purposes of this analogy, you don’t have to be able
to visualise this in your mind’s eye. Those readers who are
colour blind or blind needn’t worry they’re missing anything.
How to Be a God
198
other shapes or colours, wouldnt do this but a
column of exactly six red four-stud square bricks
would.
For this to work, there would have to be a
special physical law that overrode all lesser
physical laws when its precondition was met. The
colour change wouldnt be because of some
obscure emergent consequence of mixing bricks a
particular way, in the manner of a chemical
reaction: it would be a special law that rode
roughshod over any other laws that got in its way.
In virtual worlds as they are programmed
today, this is pretty well exactly how things work.
It’s for reasons of abstraction and representational
ease: special-case functionality is attached to
symbolic objects, from which it can be inherited;
it’s not attached merely and entirely to their
components. This active use of physics makes the
whole greater than the sum of its parts
105
.
In virtual worlds, objects are made of
collections of bits (so, like Lego bricks), but distinct
combinations can be treated in distinct ways. If
this combination of bits represents a rock then the
code that handles interactions with it will only
105
There is a wonderful word used by philosophers to refer to
the concept of an entity that is made up of indefinitely-
divisible components: gunk. Split any piece of gunk in two
and you have two pieces of gunk. This is completely
irrelevant to the current topic; I mention it only because I like
the idea that “gunk” is an actual technical term in Philosophy
(specifically, in Mereology the study of parts and wholes).
Chapter 3 Realising Dreams
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work on rocks (or possibly on a class of objects of
which this rock is an example). The rock
combination of bits constitutes a unitary object
with its own physics, components of which it may
or may not have in common with other objects.
Some rules that you might think ought to apply
don’t apply
106
(or even exist); some rules that you
might think ought not to apply (or even exist) do
apply
107
.
Now virtual worlds dont have to be this way, of
course.
Hmm, let me backtrack on that: to some extent
they do because theyre dictated to by their
graphics, which at the moment have to be
implemented in terms of objects (well, their
surfaces) even in brick worlds such as Minecraft
108
.
However, virtual worlds dont have to have
graphics: the early ones, such as MUD, certainly
didnt, and there are plenty of other textual worlds
still extant (and yet more in development).
106
I’m looking at you, World of Warcraft. I carried that glass of
ice-cold milk around in my backpack for seven years and it
never spilled, warmed up or went off. I swam underwater
with it, and it still remained intact. Text MUDs could handle
this kind of situation better!
107
I recall a difficult decision I once faced in SkySaga: to make
room in my inventory for a quest item, do I drop this one leaf
or these 99 cubic metres of ice? Both the leaf and the ice took
up exactly the same amount of room in my backpack: one
slot.
108
The technical term for how these bricks are displayed is as
voxels.
How to Be a God
200
Lets say, then, that in principle virtual worlds
dont have to be built out of symbolic objects to
which they may attach functionality. For example,
if they took the same approach as Conways game
of Life, theyd work the same as Lego bricks in
Reality: bits all operating under the same universal
set of rules, which can form (or be formed into)
patterns that have emergent functionality as a
whole that’s not shared by the individual parts (but
to which they indirectly contribute). Then again,
Life could be written like a virtual world: when you
see this particular pattern of occupied and
unoccupied cells, replace it with this other pattern.
You could indeed have both: regular Life, but
maybe make any stable two-by-two block that
survives six generations be replaced by a random
two-by-two pattern.
Its a question of granularity, then. A reality can
be implemented in terms of fundamental, Lego-like
building blocks from which everything else
flows
109
, or it can be implemented in terms of
symbolic objects that have their own functionality
beyond that available by default but nevertheless
part of the physics of the objects reality.
So, what about Reality? How does that
implement what we think of as objects and can
109
This is essentially the philosophical position of logical
atomism (Russell, 1911), although logical atomism is
somewhat wider in its extent than this as it has an analytical
aspect to it, too.
Chapter 3 Realising Dreams
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knowledge of how virtual worlds do it help in our
understanding of how Reality does it?
In Metaphysics, the way this question is usually
framed fixates less on the objects themselves and
more on their functionality or their properties, to
use the formal term.
Suppose there exists an entity which both you
and I refer to as a spoon
110
. What makes it a spoon?
Well, its an object in possession of a number of
properties, some of which are related to its being a
spoon (it has a concave surface) and some of which
are not (its located in my garden shed
111
). Some are
not themselves properties of spoons in general (its
made of electroplated nickel silver) but do
implement more abstract properties that are
possessed by spoons in general (electroplated
nickel silver is impermeable to ice cream).
Then again, it may be that the only property a
spoon requires is that the person referring to it
decrees its a spoon. Hey, it works for artists and
art
112
.
Describing the meaning of objects by listing
their properties is an intensional definition. An
extensional definition simply lists every object that
qualifies. If you want to know if something is a
110
Hi, The Matrix fans!
111
I don’t know how it got there. I think I was mixing up some
fuel for my strimmer or something.
112
Well, it has since Marcel Duchamp’s Fountain in 1917 (or
Richard Mutt’s Fountain, depending on whether you believe
Duchamp was Mutt or not).
How to Be a God
202
duck, you either: look through your list of defining
properties of ducks and see if they all apply; or look
through your list of ducks and if it’s there then it’s
a duck and if it’s not it isn’t. Intensional definitions
are usually preferred (replace “duck” by “water” in
the above examples to see why).
These defining properties of objects are known
to philosophers as universals. The question of
whether they exist in Reality, and if so, what they
are, is the problem of universals.
There are three main approaches to tackling
this problem.
The first approach, known as realism, says that
properties exist as real entities distinct from the
objects that have these properties. Platos view was
that properties are independent of the objects that
express them (so even if nothing is beautiful, the
concept of beauty still exists); Aristotles view was
that properties rely on exemplars for their
existence (so beauty only exists while there are
beautiful things). In virtual worlds, Platos view
holds true: code which doesn’t apply to any objects
may be needless, but it doesnt cease to be part of
the program.
To show what “properties exist as real entities
actually means, consider the concept of
translucency in MUD. Only objects that have the
translucent property can be seen through: no
other property (or set of emergent interactions
between other properties) will suffice. The fact that
this property uniquely embodies a law of MUD
Chapter 3 Realising Dreams
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physics makes it real (in the context of MUD),
because take it away and there would be no
translucency.
The second approach to answering the problem
of universals, known as nominalism, baldly asserts
that universals dont exist
113
. When two objects
share a property such as “has a concave surface”,
this simply means that theyre having the same
label applied to them by human beings.
Interestingly, nominalism also works for virtual
worlds, because having the same label applied is
exactly how realism is implemented. I’ll explain.
So: ultimately, nominalism is positing that
universals exist within the mind but are not
external to the mind; we spot similarities, group
them together cognitively, create (or learn from
others) labels for these similarities, then we apply
these labels to refer to items that have the
similarities we’ve associated with the labels. Thus,
properties don’t exist physically; they only exist as
linguistic constructs.
That’s fair enough. However, the job of virtual
world programmers is to turn these linguistic
constructs into properties that are real in the
context of the virtual world: not only do they
associate properties with objects, they implement
113
There are actually two versions of nominalism. This one, to
do with the rejection of universals, is the more traditional;
the other, to do with the rejection of objects with no space-
time presence, is the more modern. Both occupy well-
fortified positions in Metaphysics.
How to Be a God
204
those properties. Thus, nominalism becomes
realism for those who make realities.
The third approach to answering the problem of
universals, known as idealism
114
, is like nominalism
except even more pared-back. Not only are
properties constructs of the mind, but so are
objects (and, if you want to take it to extremes, so
is all of Reality).
While this may or may not be true of Reality, its
certainly untrue of virtual worlds (except in the
sense that, as theyre implemented within Reality,
then if Reality is a construct of the mind, so are
virtual worlds). Also, although from the
perspective of NPCs within a reality idealism may
look plausibly attractive, from the perspective of
any god of that reality those NPCs are just flat out
wrong. What a god knows that NPCs dont know is
that the reality determines whats in their heads;
whats in their heads doesnt determine the reality.
As for the situation with Reality, well
philosophers haven’t agreed an answer to the
problem of universals. Thats what makes it a
problem. The idealist view has the most
explanatory power, but pushed too far suggests
that everything is a construct of the mind: you may
well be the only real object in existence, and the
rest of us are mere figments of your imagination
114
We came across this earlier with reference to the mind-
body problem. Applied to virtual worlds, it was poppycock.
Chapter 3 Realising Dreams
205
(in which case, all I can say is that you have a
damned good imagination).
Besides, using what we know from virtual
worlds, we can reject idealism as an explanation of
Reality. One of the qualities of a reality is that its
persistent, and even if the rest of us genuinely are
going to cease to exist when you die, operationally
were going to continue as if we werent. Imaginary
me can die in your imagined world while
imaginary other people carry on in it: your mind
has created what for us is our physical reality, so it
doesnt matter to us that for you were empty
shells with no independent existence of our own.
To us, were not. You are Reality, and we exist in a
sub-reality that runs in your imagination.
Idealism says that existence is relative to the
individual, but virtual worlds tell us that existence
is relative to realities (see Chapter 4 for more on
this).
As for the other two solutions to the problem of
universals, well lets see what they imply.
Accepting the realism view, object properties
are real. Objects, or classes of object, can have
special functionality that applies to them and only
to them. There could, for example, be “soulobjects
attached to living human beings but not to
anything else, so supporting (indeed
implementing) the idea of substance dualism.
There could be plenty of other arbitrary objects or
properties we simply dont know about, too, of
course.
How to Be a God
206
Accepting the nominalism view, Reality is a
collection of sub-atomic particles operating under
a single, consistent set of rules (physics). Its
basically a world of tiny, probabilistic Lego bricks,
and objects such as people are merely vast
collections of such particles configured in certain
similar-at-some-level patterns. Theres no soul
object in such a world, because you cant make a
soul out of quarks. Reality is but data being
operated on by unchanging program code.
The distinction between the two comes down to
the aforementioned level of granularity. Is Reality
made of material objects (“I see a near-
inconceivably large collection of sub-atomic
particles that have come together to form this solid
body”) or is it made of conceptual objects (“I see a
chair”)?
People historically went with the realism
approach for describing Reality, in which
conceptual objects have their own existence and
their own set of properties. Over the centuries,
though, science has been pushing relentlessly in
the direction of nominalism (and indeed idealism),
achieving great advances by considering objects as
if they only had material existence. For a physicist,
properties are emergent consequences of the way
the stuff of Reality is configured locally.
As it happens, this is reflected in the way that
Artificial Intelligence research has gone. It started
Chapter 3 Realising Dreams
207
out considering the subject symbolically
115
, but is
now tackling it statistically. AI is a topic for Part 3
of this book, though, so you’ll have to wait if your
interest is piqued (or brace yourself if it’s not).
Virtual worlds do have something interesting to
say about the distinction between realism,
nominalism and idealism, in that they offer a new
way to connect the first two together. This isn’t
entirely why I brought the subject up, though. I
brought it up because of what it says about gods.
If you accept the realism solution, Reality is
coded by one or more gods. They may not be very
good coders
116
, but they have allowed abstract
functionality to be associated with aggregations of
matter, meaning we can have all manner of
supernatural beings and powers in Reality without
breaking its physics.
If you accept the nominalism solution then
there are no exceptionalist laws of physics. The
most that any god or gods or Reality would have
done is to make the equivalent of the washing
machine and to put the equivalent of the Lego
bricks in it.
115
This kind of AI is known as GOFAI, or “Good Old-
Fashioned Artificial Intelligence(Haugeland, 1985).
116
Implementing concepts such as consciousness by
selectively overriding methods of the physics base class is
essentially a monumental hack. Good luck debugging any
matter leak when you can’t trust that conservation-of-
momentum rules always apply.
How to Be a God
208
If you accept the idealism solution, the god of
Reality is the bricks and the washing machine its
just they dont necessarily know they are.
Simples
Suppose you are a sculptor and are inspired to
make a statuette of Boudicca, queen of the Iceni
117
.
Because she burned the Roman city of
Camulodunum to the ground, leaving an inch-thick
layer of ashes, you want to use an unusual kind of
light, grey clay for your masterpiece-to-be
118
.
So, you go to the local sculptors’ supply shop
and describe your clay requirements to the (let’s
say) woman behind the counter. She listens,
knowledgeably, to your description of the
properties you desire your purchase to possess,
then says, “Ah, sounds as if you want Andy”.
Andy?” you ask. “Who’s Andy?”
117
Her name is sometimes spelled “Boudica”, but I think it
looks classier with the double c. She was known to the
Romans as Boadicea, and that’s how the Victorians
mythologised her.
118
Camulodunum is modern-day Colchester. There’s a statue
of Boadicea (the myth) there near where I live. Having one of
Boudicca (the city-razer) was probably a step too far.
Chapter 3 Realising Dreams
209
“Oh, Andy is this lump of clay from the slopes of
a particular hill in Derbyshire. I’ve had him for so
long, I’ve given him a name: Andy”.
You take a look at Andy and he’s just what you
were looking for. You buy him there and then, and
take him to your garden shed, er, home studio.
You start to work on Andy, and over the course
of the next few days use all of him to fashion the
statuette of Boudicca you had envisioned. She
comes out great! She’s got some kind of helmet or
whatever your research calls it, and she looks like
just the sort of person who would reduce a Roman
provincial capital to ashes and so force the empire
to transfer its local seat of government to
Londinium instead.
You have two objects now. As a statuette, you
have Boudicca. As a lump of clay, you have Andy.
Whether what you’re looking at is Boudicca or
Andy depends on how you’re thinking of it
119
.
Someone with an eye for history may, upon seeing
your sculpture, recognise it as Boudicca; someone
who regularly frequents your local clay emporium
may recognise it as Andy.
This would seem to be a simple case of having
two different labels for the same object. Indeed,
one perspective of metaphysics suggests that
119
In Metaphysics research papers, the lump of clay is
generally called Lumpl and the statue(tte) is of Goliath. I’m a
computer scientist by training, though, so want my variable
names to begin with A and B rather than wacky letters such
as L and G.
How to Be a God
210
labels are all we ever do have and that ultimately
all disputes in the field are basically just linguistic
in nature
120
. Another perspective says that Andy
and Boudicca are distinct objects which occupy the
same physical space.
Virtual world designers can’t indulge
themselves with “perspectives”, though. If you’re
planning on programming these objects,
speculation has to turn into specification. Because
players would want to refer both to Andy and to
Boudicca, you’d need to decide whether to have
Andy and Boudicca both be labels for the same
object or be two separate objects sharing the same
space. You wouldn’t have the luxury of merely
theorising how you’d implement it you’d actually
have to implement it.
Programmers like pointers, so the natural
solution is to add the label “Boudicca” to Andy
when he’s fashioned into a statuette. If a player
subsequently mashed up Boudicca then the
Boudicca label would be removed and it would just
be Andy; if, instead, a player fired Andy in a kiln
then the Andy label would be removed and it would
just be Boudicca.
You’d have to do this label-removal, because
although Andy and Boudicca may refer to the same
bits in your database, as objects they have different
120
This is called deflationism. It’s actually even bleaker than
I’ve made out, as it denies that even the concepts of truth and
falsehood exist, all statements being merely assertions.
Chapter 3 Realising Dreams
211
properties. Andy is a malleable piece of a particular
kind of clay with a certain colour, mass and so on.
There’s no requirement that Boudicca be malleable,
but there is a requirement that she looks like the
artists impression of Boudicca. Unless you wanted
to make some point about the way that the past is
shaped by the present, well, crumpling her up and
making her into a cup would simply destroy her,
not reinterpret her for the modern era.
So pointers work, then? We’d just use pointers?
Ah, well it’s not quite as easy as that. See, as I
outlined earlier, in a symbolic implementation you
could give either Boudicca or Andy (or both) their
own, special physics. Perhaps Andy has the
preternatural property of bestowing good luck to
anyone who holds him; perhaps Boudicca can be
used for starting fires. Boudicca isn’t merely Andy
(or the simples
121
Andy is made of) arranged
Boudicca-wise: each has their own, unique
property that derives from their very identity.
This does add a layer of complexity, but it’s
nevertheless doable using pointers. What about the
other proposed way of implementing the situation,
121
Those who dutifully read every footnote will know what
simples are, because I’ve already mentioned them a couple of
times. Those who only read some footnotes may have to go
back a few pages to see what they’ve missed. Those who
never read footnotes will have to look up the term using their
preferred search engine (or philosophical dictionary) on their
own initiative. They should have read the footnotes.
How to Be a God
212
though as two objects sharing the same space?
Perhaps that makes it easier.
Sadly, it doesn’t. If you decide from the outset
that when Boudicca is made you will bring into
being two co-located objects, rather than have one
object with two names, then that’s going to be
more work (and if you leave the decision until later,
even more more work). It’s not too onerous to lock
them together for movement purposes and give
them the same physical appearance, but when
anything happens to the objects then you have to
handle them separately. Hitting the combined
object with a hammer destroys Boudicca but not
Andy; baking it in an oven destroys Andy but not
Boudicca; throwing it into a black hole destroys
both. Andy brings luck, so if you put him in your
backpack then good fortune will head your way;
Boudicca sets things on fire, though, so perhaps
you might want to ensure your backpack isn’t
flammable.
The two-objects-in-one approach involves a lot
of bookkeeping
122
effort that buys you no more
than the much cleaner label (pointer) system. As a
programmer, pointers would be how you’d want to
implement this. You’d have to hack some code
together to allow objects to be granted properties
derived from the pointers pointing at them, and
there may be some annoyances if the properties
122
There’s something satisfying about an English word with
three consecutive double letters.
Chapter 3 Realising Dreams
213
were contradictory, but it’s possible. If you’re a
programmer, you’re probably thinking right now
of how you’d do it.
It gets worse, though.
Suppose that, as the sculptor, you look at your
statuette and decide that Boudicca’s helmet is just
a little too big. You nip off a piece of clay and throw
it away. Is what remains still Boudicca? Well, yes.
It’s a slightly different look, but it’s definitely her.
In a game, a player would still expect to be able to
use her to start fires.
Is what remains still Andy? Hmm, that’s
trickier. It’s most of Andy, but you threw some of
him away. You’d probably still think of him as
Andy, though, in the same way that if you have
your hair cut you still think of yourself as you. It’s
not a problem. He still brings you luck.
Maybe you decide that the helmet is the wrong
colour. It would look better if it were red. You take
it off, employ your sculpting skills to make a new
helmet from a different, red piece of clay, and the
result looks pretty good.
Is what you have still Boudicca? Yes, nothing
has happened to challenge that view to any great
extent. In an MMO context, players would still
expect to be able to use Boudicca as a lighter.
Is what you have still Andy? There’s a bit more
missing now. Does that mean you have two
objects, one of which is Andy (and brings luck) and
the other of which isn’t (and doesn’t)? Or is it just
that Andy is now in two parts (or three, if you
How to Be a God
214
count the tiny piece that you threw away first) and
all of them bring luck, albeit perhaps in different
amounts?
Let’s carry on. You like the look of the helmet,
but now Boudicca’s face doesn’t have the right
contrast. You replace her head with a new head
made of a third type of clay. You also replace her
other exposed body parts, because few people have
a face that’s a different colour to the rest of them.
It’s still Boudicca, but is it still Andy?
Enthused, you then replace the statuette’s
clothing, jewellery and eventually everything else,
so you have a Boudicca made entirely of clay that
has none of the properties which made Andy
distinct from regular clay. Has the incremental
nature of your changes meant that the identity of
Andy has been slowly transferred to the new clay?
Your own body replaces almost every cell multiple
times over during the course of your lifetime: is a
similar thing happening to Andy here? Will you
still have superior luck from possessing the
updated Andy?
We don’t seem to have a problem with
Boudicca. She may have had every component of
her replaced, but what shes made of is not an
important facet of who she is: it’s how shes
constructed and perceived that matters.
Hmm. So remember those old pieces of
Boudicca that were made of Andy? The ones you
replaced? The helmet, head, hands, clothes,
jewellery and so on? You may have thrown them
Chapter 3 Realising Dreams
215
out but, unbeknownst to you, someone at the
recycling plant has seen them, recognised their
artistic worth, and collected them all. When you
replaced the last piece, the recycling plant worker
(who coincidentally has world-class sculpting
skills) was able to reconstruct your original
Boudicca statuette exactly as she was.
Is she a new Boudicca or the old one? Can she
be used to light fires, in the same way that she
could when you first made her, or has that ability
been transferred to the current Boudicca? If you, as
a world designer, like the idea of overriding the
laws of physics for specific macro-objects, are you
going to have two Boudiccas that can start fires, or
just one? If you only want one Boudicca to have the
magic in it, which one do you choose? The one that
did have it, which was taken to pieces and
reassembled, or the one that contains not a single
atom/bit/simple of the original but is still referred
to as Boudicca by the person who made it?
The recycling plant worker grows tired of the
reassembled Boudicca statuette and scrunches it
up. It’s now just a single lump of light, grey clay. It
seems to exhibit several unusual properties,
though: maybe it’s worth something?
The worker takes the lump of clay to the local
sculptors’ supply shop and sells it to the
shopkeeper.
“Welcome back, Andy”, she says as she puts him
back into storage.
How to Be a God
216
OK, so this may all seem like philosophical
argumentation of no material value, and indeed in
the main it is little more than an intellectual
exercise. It does have some practical implications,
but they’re hardly mainstream
123
. It’s been
unresolved for a long time, too: the problem was
discussed by Plutarch as the Ship of Theseus (if you
take Theseus’s ship apart and reassemble it, it’s
still Theseus’s ship; if you replace Theseus’s ship
over time, plank by plank, it’s still Theseus’s ship; if
you rebuild a new ship from the planks of the
original ship, is that also Theseus’s ship?).
What relevance is it to us as gods, though?
Well, as a god you have to decide.
That’s you have to decide.
World creation is applied metaphysics. You
have to decide what your world is made of. You
have to decide what betokens an object. You have
to decide whether special objects can have their
own physics-defying properties. You have to decide
how these properties persist.
The virtual world designers of today evade the
issues by simply not allowing the piecemeal
dismantling of objects. What will the virtual world
designers of tomorrow do?
123
In the UK at least, it’s possible to take apart an original
motor vehicle from 1910, rebuild two new vehicles each with
half their components coming from the 1910 original and half
from today, then sell them both as being original 1910
vehicles in their own right. Well, I believe so, anyway: I’m not
a lawyer, so don’t sue me if you try this and it doesn’t work.
Chapter 3 Realising Dreams
217
You’re a virtual world designer of tomorrow.
What does happen with Boudicca? What does
happen with Andy?
You have to decide.
I didn’t say that being a god was easy.
How to Be a God
218
Chapter 4
EXISTENCE
Do gods believe in gods?
Do they believe in gods of their own reality, who
reside in a higher reality?
Do they believe in gods who reside in their own
reality, who have created a lower reality?
Do they believe in gods who reside in a lower
reality, who have created a reality a level below
that?
Do they believe in themselves?
What does it mean “to believe in” a god
anyway?
Well the phrase “believe in” has several
connotations:
It implies a degree of trust and confidence:
you might say to a friend who’s about to
take a driving test that you “believe in”
them.
It implies that the believed-in thing is right:
you might say that you “believe in”
vaccinating children against measles.
It implies faith in the existence of the
believed-in thing: you might say that you
“believe in” the Loch Ness monster.
Chapter 4 Existence
219
It’s this final use that I’m going to look at in the
context of virtual worlds: belief in a god implies
faith in that god’s existence.
Just a moment, though: faith in a god’s what?
What does it mean to say that the gods,
demigods, player-characters and NPCs of a reality
exist?
What does it mean to say a reality exists”, come
to that?
What does “to existactually mean?
Ontology
The branch of philosophy concerned with the
nature of existence is called ontology. The mere
detail that there is such a branch tips us off to the
fact that what “to exist” means has yet to be agreed
upon by philosophers; indeed, it’s not even clear
that existence (“I exist”) and being (“I am”) mean
the same thing
1
.
Fortunately, it’s not the job of this book to look
at what theories of existence have to say about
virtual worlds; rather, it’s to look at what virtual
worlds have to say about theories of existence (if
anything). Nevertheless, some of the basics of
1
You can blame (Heidegger, 1927) for this.
How to Be a God
220
ontology do lead to interesting-for-us
observations, so it’s worth our starting with them.
The first point to make, then, is that you exist.
You know you do, because if you didn’t then you
couldn’t know anything. Cogito, ergo sum and all
that
2
.
Could anything else exist? Well, based on what
your mind interprets as signals from an external
source, Reality could exist. It could also be
something invented by your incredibly-powerful
imagination, of course, but as a working
hypothesis the management of your own existence
becomes so much easier if you accept the proposal
that there is an objective world out there (which in
this book I’m referring to as Reality). Irritatingly,
you’ll never find out if Reality does indeed exist
independently of you, because the only ways to
discover the truth would be to see if it continues to
exist after you cease to do so yourself or vice versa.
Neither would leave you in a position to make the
observation, though
3
.
What other things could exist?
Well, beyond yourself and Reality, anything else
is just a label that you apply to a particular
2
This originally appeared in French, as je pense, donc je suis
(Descartes, 1637). The phrase is usually translated as “I think,
therefore I am”, but occasionally appears as “I am thinking,
therefore I exist” or similar.
3
Even if you die and go to the Elysian Fields, you’ll still exist;
Reality could therefore remain a figment of your imagination
(as indeed could the Elysian Fields).
Chapter 4 Existence
221
concept
4
. Such a label may correspond to a
partition of Reality or it may not. Do atoms exist?
Well the things we call atoms do seem to be a
distinct part of Reality, but an “atom” is merely our
labelling of what scientists believe is a collection of
somewhat more fundamental particles that
interact with one another in certain specific ways.
How about integers? Do they exist? Unlike
atoms, they don’t seem to be embedded in Reality
as tangible entities
5
, but they’re a concept to which
we’ve applied a label and for which we have rules
that work infallibly well. Integers, then, exist
within a mathematical framework, but that
mathematical framework itself only exists because
we’ve intuited that it does.
It would seem, therefore, that there appear to
be (at least) two modes of existence: the physical
(such as atoms) and the conceptual (such as
integers)
6
.
As it happens, mathematics
7
can itself be
employed to get a handle on this distinction.
Because it exists in an abstract sense, rather than
4
Here, I’m taking the deflationist point of view as a backstop;
I’m not saying that this is how things are, but it’s the
minimum that students of Metaphysics will accept as how
things are.
5
You can’t smash a proton into the number 142,857 to see
what it’s made of.
6
If you think this is reminiscent of the problem of universals,
yes, it is.
7
In particular, the subfield known as formal logic.
How to Be a God
222
in a material one, it can be used to describe
concepts common to all realities, not just those of
Reality. Existence is just such a concept.
The way this is done utilises a symbol, , known
as the existential quantifier. Suppose you wanted to
state that there’s such a thing as a table. Formally,
you’d say something like “there exists at least one
object, let’s call it T, such that T is a table”. The way
you’d write it in a logic
8
is:
T (table(T))
where table(T) is a function that returns true if its
parameter, T, exhibits the properties necessary for
something to be considered a table
9
.
Theres some dispute as to whether its better
to have different quantifiers for different types of
existence (
material
,
abstract
or whatever), but in
general can range across anything
10
.
Importantly, only indicates existence with
respect to the statement it ranges over: it doesn’t
mean existence in an absolute sense. For example,
even if we’re unshakably confident that the
Ancient Greeks made up the idea of unicorns, it’s
still fine to say that there exists a unicorn, U, and a
8
More specifically, in the predicate calculus.
9
If you prefer the extensionalist approach then there’s only
one such property: that of being in the list of things that are
tables.
10
Computer Science, at least when I was an undergraduate in
the late 1970s, would call
material
a procedural representation
and
abstract
a declarative representation. They’re two sides of
the same coin: .
Chapter 4 Existence
223
person, P, such that P believes they have seen U.
Similarly, while reading a detective novel, we can
suppose that there exists a murderer, M, such that
M is right-handed, weighs less than 70kg and is
fond of cats (so, not me then
11
) only to find out at
the end of the book that there never was a
murderer and the supposed victim is still alive
because it was all an insurance scam.
This implies that objects and concepts can be
called into existence (at least temporarily) merely
by naming them
12
. Even if I say “the only statement
you can make about things that don’t exist is that
they don’t exist”, well that sounds true, yes;
however, as I’ve now named these non-existent
things, I can make all sorts of statements about
them. I can list properties they don’t have (colour,
edibility, the ability to think, …) and properties they
do have (a definition, irony, the capacity to be
conceptualised, …).
Thus, in one sense, questions such as “does X
exist?” always have the answer “yes”, because
merely by asking the question you’ve caused them
to exist as a topic of conversation. That doesnt
mean they have material existence, though.
11
I weigh rather more than 70kg.
12
It’s actually more subtle than that. You don’t need to name
something to turn it into a conceptual object, you merely
need to think about it as a conceptual object. Naming is one
way to do this, sure, but there are others pattern
recognition, for example. To avoid over-complicating this
discussion, I’ll simply call it “naming”, though.
How to Be a God
224
For most people
13
, physical (material) existence
and conceptual (abstract) existence may well be
different kinds (modes) of existence, but there’s
nevertheless an overarching concept of existence
that applies to both: although physical existence is
dependent on a reality (as that of human beings is
on Reality) and conceptual existence is
independent of realities (as is the case with
numbers), it does still make sense to say “people
and numbers exist”. This is a univocal
interpretation of existence; not accepting that
there’s an overarching concept of existence, just a
set of independent ones, is an equivocal
interpretation
14
.
It’s conceivable for something to have a
physical and a conceptual existence both at once:
the former in one reality and the latter in all
realities. We could, for example, construct a reality
made up of integers
15
. The physics of this reality
13
The exceptions are those who adopt either the
metaphysical position that everything is real (realists) or that
nothing is real (anti-realists). For everyday purposes, though,
such as the status in law of virtual objects, the commonsense
interpretation (which is the one that we non-experts use) is
the most practical (Koepsell, 2000).
14
It comes down to whether you think “bees, hunger and
traditions all exist” is fine, or if it’s just a pun along the lines
of “sprinters, candidates for office and noses all run” (Ryle,
1949).
15
Indeed, we could create several such realities. Whether the
integer -1 in one of these realities is the same -1 as the -1s in
the other realities I’ll leave you to decide.
Chapter 4 Existence
225
might allow the integers to do something
(endlessly add themselves up, perhaps); without
such a physics, though, integers are merely a
description of an idea. Similarly, you could argue
that as well as your being a person in Reality,
there’s a general concept of you that transcends
Reality and holds true in all other realities (as is
already the case with numbers). This is indeed a
possibility, but without a physical representation
you’d be just a passive abstraction in those other
realities like numbers are in Reality.
Objects thought of conceptually pay for their
independence with inertness. Unlike physical
objects, they don’t have a machine to run on. They
can be talked about and they can be used as
conceptual tools, but there are no physical laws
governing them. Even if they describe systems,
those systems won’t run unless they’re made
concrete in a physical system (that is, a reality or
part thereof). Humans are tied to Reality in a way
that numbers aren’t, but humans can act within
Reality in a way that numbers can’t.
Hmm. So if someone asks “Does Odin exist?”,
are they talking in a material sense or in an
abstract sense? The former means that Odin can
do things but needs a physics to enact the doing;
the latter means that Odin can be talked about and
idealised but is incapable of direct action himself. If
he’s both material and conceptual, he can be
discussed across all realities but can only act in his
How to Be a God
226
own reality and on those realities consequent
16
on
his own reality. The same applies if you ask the
question of any other god, of course.
From a virtual world designer’s perspective, we
don’t really care about what existence means: we
care about what can be implemented. This is
existence in a material sense: in the same way that
in Reality it is possible to point at a particular goat
and say it exists, we can do the same in a virtual
world. We can do it in two ways, in fact: either
subjectively (from within the world, pointing at it)
or objectively (from without the world, pointing at
the bits in the database that mean it).
There’s a difference between the two. If, in
Reality, we say “goats exist” then we’re asserting
that the concept of what a goat is can be
instantiated; we can therefore demonstrate the
truth of our assertion by pointing at a goat. In a
virtual world we can still do this, but additionally
we (as gods) can point at the code that says what a
goat is, then point at the data for an object present
in the virtual world to which this code applies, and
thereby show that goats exist there. It could be
that we don’t even need to point at any data – the
16
When I say that one reality is consequent on another, I mean
that if the latter were to cease to exist, so would the former.
Switch off Reality and all these virtual worlds we’ve created
would disappear with it.
Chapter 4 Existence
227
code alone could be sufficient evidence that goats
exist
17
.
Additionally, we can do something with virtual
worlds that Reality doesn’t seem to be able to do:
we can implement a concept physically. We could
place the concept of what a goat is in the virtual
world as a material object, so it can be pointed at
objectively from within that reality. We can give
pretty well any abstract or conceptual entity a
concrete, physical existence. We probably wouldn’t
want to, but I confess to having done so by accident
on occasion
18
. This isn’t the same thing as
personification, in which a figure serves as a
physical manifestation of an abstract quality such
as truth or justice
19
: in a virtual world, we could
have the concept of truth just lying around on the
floor (“Lazing languidly within reach is the concept
of truth.”).
OK, so for the concept of truth such a physical
embodiment may be inadvisable, especially if it
could be destroyed the whole reality would seize
up or crash. For concepts such as “Romeo’s love for
Juliet” or “what a pigeon is”, though, having the
17
This is the nub of the problem of universals, which I
outlined earlier. If we implement the concept of a goat, is that
itself sufficient for us to be able to say goats exist, or do we
have to instantiate the concept with at least one goat object?
18
One of the NPCs came across not a sword but the concept
of a sword, and picked it up to use as a weapon. It was a
pretty good one, as it happened.
19
Fine, fine then, Superman fans: or the American way.
How to Be a God
228
concept made real and manipulatable might even
at times be useful.
This is not a kind of object that we’ve ever seen
manifest in Reality.
Alternatively, the entirety of Reality is itself
merely the manifestation of a concept.
Representing and
Absenting
Your body is a product of your reality. You can’t
take it with you to another reality. Your mind,
however, can visit another reality if you are able to
arrange a body there to act as a vehicle for it.
As I mentioned in the previous chapter, the
technical terms here are transcendence and
immanence. Because Reality is the higher reality
when it comes to the virtual worlds we create, we
humans are transcendent with respect to those
realities we’re outside their material existence.
Were we to have an NPC-like material presence in
a virtual world, we would be immanent with
respect to that reality. OK, so we can’t actually have
a material presence in virtual worlds as from our
perspective they’re non-material
20
, but if we could
20
Cynics might say immaterial….
Chapter 4 Existence
229
then formally we’d be immanent with respect to
them.
Sadly, theologians have not been as helpful as
they might have been in the provision of these
words (transcendence and immanence). We
humans are not transcendent with respect to
higher realities such as the Christian Heaven, even
though we are outside the material existence of
these realities; neither are we said to become
immanent in them when we die, assuming that’s
where we end up going. We’re not even immanent
with respect to Reality. Transcendence and
immanence are strictly for a reality’s gods and
demigods.
There are two words that do apply to gods and
humans alike when it comes to moving between
worlds, though: ascending and descending.
Irritatingly, these aren’t ideal either. When a
person from a lower reality ascends to a higher
reality, they change realities: the higher reality
becomes their new reality. They may get a fresh
body there, or they may not need one if the higher
reality’s physics allows them to exist that way;
nevertheless, they’re now running on the hardware
of the higher reality rather than that of the lower
reality. Similarly, when a person descends to a
How to Be a God
230
lower reality, they manifest in that reality rather
than in the higher reality
21
.
I’ll consider ascendance and descendance as
ways to travel between realities later (albeit rather
briefly). For the moment, it’s going to be more
useful for us to have a way of describing the kind of
movement between realities that these days (as a
result of playing virtual worlds) we routinely do
the most.
So, when we play a virtual world we don’t
become immanent in it or descend to it, we …
what?
Well, we represent ourselves in it.
Furthermore, we present ourselves in our own
reality (Reality)
22
and would absent ourselves in
higher realities if we knew how
23
.
These are the terms I’ll be using, then, although
to show that I mean them in a technical sense I’ll
drop the reflexive part: if I say I “represent myself
in” Guild Wars 2, that’s a comment on how much I
21
This may only be partial, if the lower reality is not as
complex as the higher one and so can’t contain the entirety of
a visitor from that reality. There’s more on this in Chapter 6.
22
This would include the situation of controlling a
mechanical body in Reality while remaining in your own
body. Satisfyingly, psychologists call this kind of thing
“presence”, a concept we’ll encounter again in Chapter 5.
23
I chose “absent” (pronounced ab-SENT) rather than make
up a word because it comes with the implication that to visit
a higher reality requires the permission of that reality. Also,
it has the same etymological stem as “present” and
“represent”. I did actually think about it….
Chapter 4 Existence
231
identify with my character; if I say I “represent in
Guild Wars 2, that means I’m playing it, and so am
acting as if I were present physically in it while
acknowledging that in truth I’m physically present
in Reality. Likewise, if I were to say I plan to
“absent in” Heaven, this would mean I intended to
access it through some conduit; it would not mean
that I’m actually going there
24
. Both representing
and absenting concern visiting a reality by
controlling a physical form in that reality while
running on the hardware of your home reality.
Representing refers to visiting sub-realities;
absenting refers to visiting super-realities
25
.
I should make it clear that players of virtual
worlds don’t themselves use these terms. They
would say that they “play” or “log into” a virtual
world, wherein they’re mainly quite content to use
the same terms they would for any other place
(“Will you be around later?”, that sort of thing).
There are, however, technical terms from
virtual worlds that do have something more to say
about the relationship between players and
characters. In MUD1, for example, taking control of
a body to interact with its reality was called
24
Given what I say elsewhere in this book, there’s no chance
that this will happen anyway.
25
Or to visiting sub-…sub or super-…super realities, as many
levels as you want. The terms can also be loosely applied to
indirectly-connected relatives such as cousin or sibling
worlds, if you want to over-complicate matters (which I
indeed do in Chapter 8).
How to Be a God
232
attaching. Relinquishing control of a body was
detaching. Logging in would always automatically
attach a player to the body of their own in-game
character, but it wasn’t a requirement that they
stayed attached to it: supernatural powers were
afforded gods and demigods that enabled them to
detach from their own character’s body and to
attach to that of a mobile
26
instead (but not to that
of another player character).
Interface considerations dictated that a player
could be attached to no more than one body at
once (their character’s or a mobile’s);
implementation considerations dictated that a
body could be controlled by no more than one
entity at once (a player or an AI). If you, as a god,
wanted to control a particular mobile then in
attaching to that mobile you would be detached
from your character (which would then become
inert) and the mobile’s AI would be detached from
the mobile (its code simply wouldn’t be called upon
to execute). Were you subsequently to reattach to
your character then both you and the mobile’s AI
would regain control of your respective original in-
world bodies.
In MUD2, the implementation was such that
more than one player could issue commands to the
26
In case you didn’t read or don’t remember reading the
footnote about this back in Chapter 2, mobiles are the NPCs
and monsters of a virtual world. Chapter 6 opens with a
section on the subject, if you want to skip ahead for more
details.
Chapter 4 Existence
233
same body simultaneously. This meant that I was
able to permit several players to control the same
mobile at once; furthermore, I could allow several
players to control the same player character at
once. It occurred to me that this could be a helpful
“let me show you how to do that” feature, so I
allowed gods and demigods to attach to other
players’ characters while they were being played.
Needless to say, the feature was employed almost
entirely for pranking and eventually I removed it
because of the confusion it wrought.
There’s no implementational reason to restrict
you to one body at a time when you represent in a
reality, by the way. If you’re good at multi-tasking,
you could perhaps control multiple bodies
simultaneously. Indeed, at this very moment some
individual MMO players will be playing as several
characters in the same virtual world concurrently
(it’s called multi-boxing). Theoretically, as a god you
could even represent as all the NPCs in a reality at
once if you were accomplished enough
27
.
In the context of the current discussion, one of
the reasons that the process of attaching and
detaching is interesting is made clear by what
some other MUDs called it: possessing. If you want
a technical explanation of how supernatural
possession might be implemented in Reality, well
you have one right there.
27
Except for that one, independent NPC you’re going to mess
with for fun.
How to Be a God
234
When we represent in a virtual world, we create
or take over a body physically present in that
world; we control this body from Reality.
Excitingly, the same thing can be done the other
way round: an NPC of a virtual world can absent in
Reality if we create a physical body for it in Reality
and pass control of said body to the NPC.
Warning: this is quickly going to get wild.
We already have some fairly sophisticated
robots in Reality, capable of such feats as making
cars, exploring oceans and guiding high-explosive
munitions as they hurtle towards their targets. We
command these robots, but they are controlled by
computers. The NPCs in our virtual worlds are also
controlled by computers. It shouldn’t therefore be
hard to put an NPC in control of a machine in
Reality. We could, if we so chose, make that
machine look like a human and have a human-like
capacity to sense and to act upon the objects of
Reality
28
.
An NPC with access to Reality might have
trouble resulting from information gain or loss
(which I’ll discuss later), but if we’ve managed to
endow it with half-decent cognitive abilities it
ought to be able to do at least something. We could
communicate with it; we could let it experience
and interact with us and with Reality.
28
This never turns out well in TV shows, but that wouldn’t
put us off from doing it.
Chapter 4 Existence
235
We could do more, too. If we gave it
programming abilities, we could allow it to code a
new sub-reality of Reality from Reality. We could
allow it to change the code of its own sub-reality,
thus becoming a god of its own world
29
. Ultimately,
we could allow it to do anything that we ourselves
can do.
We’re not restricted to absenting the NPCs of
those sub-realities immediately below Reality,
either. If our NPCs made the effort and created a
sub-sub-reality, we could absent an NPC of that
reality in the reality above it (which to us would be
our virtual world) or even in Reality itself. We
could then make the lucky two-realities-down NPC
be a god of the reality of its gods.
We’re not restricted to absenting, come to that.
Because we have access (directly or indirectly) to
the physics of all worlds that are consequent on
Reality, we could attach an NPC’s consciousness to
a body in any sub-reality of Reality. An NPC who
went to sleep in one reality could wake up in a
reality that’s a parent, child, sibling or more
distant relative of their own reality
30
.
Moving up a level, some god from a reality
higher than Reality could make one of your NPCs
absent in (or even ascend to) Reality: you could
29
Recalling the earlier discussion of Gödel’s Incompleteness
Theorems and Ptah, it’s unlikely that this would be sensible.
30
Or indeed in the same reality but a different vessel. Oh,
those body-swap movies….
How to Be a God
236
meet one of your NPCs in person, as a person, in
Reality. Such a god could also forcibly represent
you in (or even descend you to) your virtual world,
with or without your consent: you could find
yourself living as an NPC in a world you created.
Such a god could attach you to a body in a copy of
Reality, where you could meet its copy of yourself.
Such a god could in theory attach you to a body in
any reality created in any of the realities beneath
the god’s reality.
That’s a lot of things a god could do! So, has any
god of Reality done any of them?
We have yet to experience any of our NPCs
ascending to or being absented in Reality, but that
could simply be because they’re not smart enough
to survive here yet (which is one of the reasons we
haven’t absented them here ourselves). We don’t
seem to have had any visitors to Reality professing
to be from other realities, either, except from the
one immediately above (the realm of Reality’s
god(s)).
We do, however, occasionally have people from
Reality claiming to have visited other realities
while their bodies remained here (often in a
trance). These other realities could be a reality
higher than Reality, or they could be a reality
consequent on a higher reality. Such visits are
never supported by evidence, though: no-one
comes back with technical knowledge unknown to
science. Therefore, either there are some well-
enforced rules concerning what can trickle
Chapter 4 Existence
237
between realities, or those who report having
made the journey are experiencing a somewhat
different phenomenon.
Copying
Absenting and representing keep your mind
running on the hardware of your own reality but
allow you to control a body in another reality.
Ascending and descending transfer your mind in
its entirety to another reality, removing it from the
reality it was in before.
How would that transference process work?
When I copy a file from my laptop to cloud
storage, the original isn’t destroyed: I still have it
on my laptop just as before, but now I also have a
copy of it online. I could later replace the original
with the copy, or vice versa. The act of copying may
overwrite a destination file, but it doesnt change
the source file. Moving a file uses the exact same
procedure as copying it, but has an additional step
at the end that does delete the original file
31
.
We can copy NPCs. We can copy their software
to a different, or indeed to the same, reality. We
31
If the movement takes place between locations in the same
file structure then it could be a pointer to the file that moves,
rather than the file itself. Copying would still involve
duplication, though.
How to Be a God
238
can have as many versions of each NPC as we
want.
Well, I say that, but actually it could turn out
that we can’t. It may be that the way we’ve
implemented our virtual world, each NPC’s mind is
in part defined by components from which it can’t
be extricated. It could be like trying to move the
River Seine while leaving the water where it was.
This means that although we may not always be
able to ascend or descend an NPC (if we can’t
separate it from its reality), we can nevertheless
still absent or represent it (by keeping it running in
its own reality but giving it control of a different
body elsewhere). Putting it more succinctly: if the
mind is an emergent feature of the brain, the brain
may have to stay where it is but the mind can yet
wander.
Either way, we can definitely make copies of our
NPCs; it’s just a case of whether we do so by
copying their software or (rather more tiresomely)
by copying their entire reality. We could then put
this copy in charge of a body in their, our, or some
other reality.
This suggests that we can make an NPC meet
itself. That might be interesting, if potentially
devastating for the NPC psychologically.
Looking at our experience of this kind of thing
in Reality, well, we don’t have any. There are no
examples of there being multiple copies of the
same individual here simultaneously. I don’t
include clones or identical twins those are
Chapter 4 Existence
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different individuals. What I mean is that you nod
off in a chair, wake up, go to bed and find yourself
already asleep there. That just doesn’t happen.
Something equivalent does happen in virtual
worlds. I myself have created multiple identical
copies of NPCs and released them into the wild.
They got in each other’s way, fought each other,
ganged up on player characters and mobs; each
was one being with a singular experience up until
the point I used it to stamp out copies of itself. The
fact that we haven’t seen anything like this occur
in Reality would suggest that either this kind of
thing is impossible given how Reality is
implemented or that it’s possible but there’s no
god of Reality with a desire to try it out.
Ha! Well there may be no desire from a god of
Reality to attempt this, but there is a desire from
some of Reality’s NPCs (us) to give it a go.
Don’t try what I’m about to describe at home.
So, you can take a Supermarine Spitfire to
pieces, then reassemble it to obtain a Supermarine
Spitfire. Whether it’s the same one depends on
your stance in the statuette-or-lump-of-clay
debate, but whatever, it’s going to fly pretty much
the same as it did before you dismantled it. The
more attention to detail you pay (how tight were
individual rivets?) the more accurately your
reassembled Spitfire will exhibit the properties of
its earlier self.
While it was in pieces, you could copy each
component multiple times and use these to
How to Be a God
240
assemble multiple new Spitfires. Given a
sufficiently high fidelity of reproduction (down to
the levels of wear and metal fatigue, say), you could
make copies of your Spitfire that were functionally
indistinguishable from the original.
Those copies of the different components don’t
have to be physical copies, by the way. You could
make virtual copies and reassemble a virtual copy
of your Spitfire in a virtual world.
Hmm. What if you tried the same thing with a
human brain?
I’m no surgeon, but I’m fairly confident that if
you did take a brain apart and copied the pieces,
it’s unlikely you’d be able to put it back together
just as it was before the exercise. Maybe some time
in the future it’ll be possible, but it’s not going to
happen anytime soon
32
.
That said, there are some exceptionally wealthy
people around and some vast data centres. If, in
examining a brain, you were to take careful note of
where each of its 86,000,000,000 neurones
(Azevedo, et al., 2009) were placed, and which other
thousand or more neurones each one of them was
connected to, and if you simulated the action of
each neurone individually (and at the same time),
you could probably make a working, virtual copy of
32
We’re probably going to be able to acquire the necessary
component information from scanning the brain before
surgery advances this far, thus making the whole process
somewhat less fatal.
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that brain
33
. Put the resulting virtual brain in
control of a humanoid robot and you’ve got
reasonably eternal life.
Well, someone has reasonably eternal life,
anyway; whether it’s you or not is debatable. Even
if a dismembered brain reassembled digitally does
amount to little more than a change of hardware
for the mind, it’s nevertheless an act of replication,
not of movement. Multiple digital copies could be
made. Are they all you? Are any of them you? What
does it mean to say that “you” exist?
The idea of making a digital copy of a human
brain and so living forever muahahaha is called
mind uploading or whole brain emulation. It’s often
associated with a wider movement, transhumanism,
which seeks to use technology to enhance the
human mind and body
34
.
I mention this because if we are thinking of
going through with it then the thought must also
have occurred to any god of Reality. That being the
case, did they go through with it? If they did, how
many copies of themself did they make? Are any of
those copies extant in Reality?
If a god can still make self-copies on a whim, it’s
entirely possible that each one of us has our own,
individual copy-of-a-god looking after, over or at
33
At least at the neurone level. If it needed something else to
work, you’d have to make a digital copy of that, too.
34
And spirit, for those few transhumanists who aren’t
atheists or agnostics.
How to Be a God
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us, guardian-angel style. This being so, we’d have
not only a personal god in the like-a-person sense,
but in the like-we-have-a-coffee-mug sense, too. It
could even be that the mind of each one of us is a
copy of the same god’s mind (or at least derives
from it).
What would it mean under such circumstances
to say that the replicated god “exists”? Where does
it exist?
It’s All Relative
In Metaphysics, the general view is that existence
35
is a binary proposition. Either something exists or
it doesn’t. There may be different modes of
existence, but these modes are themselves binary.
Also, although we may not know the answer to the
question of whether something exists or not, we do
know that there is an answer. For example, from
outside its box we can’t determine whether
Schrödinger’s cat (Schrödinger, 1935) exists
36
or
not, but we are aware that inside its box there’s a
clear yes/no answer.
Frames of reference therefore make a
difference. Does a 3D sphere passing through a 2D
35
Or being, for those philosophers who consider “there are
marmosets” and “marmosets exist” to mean different things.
36
In the sense that if it’s dead it doesn’t.
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plane exist? Well from the perspective of an
observer in the 2D plane, yes it does exist but as
a circle. From the perspective of an observer
sharing the sphere’s 3D world, only a slice of the
sphere exists in the 2D plane, but all of it exists in
the 3D world.
When the nature of the frame of reference itself
is called into question, the term partial existence is
sometimes used (Latour, 2000).
As an illustration of this, consider the fallout
from phlogiston theory. Scientists in the 17
th
century devised and successfully employed a
theory which posited that combustible objects had
a substance in them called “phlogiston” that was
released when they
37
were set on fire. Had a
scientist in 1700 been asked whether phlogiston
existed, the answer would have been in the
affirmative; furthermore, had that same scientist
been asked whether phlogiston existed in 1600,
before its existence had first been postulated
38
, the
answer would also have been in the affirmative (in
the same way that gravity existed pre-Newton). It
took over 100 years for phlogiston theory to lose
its dominance; the processes it attempted to
describe are now better understood as oxidation.
So, if today we were to ask whether phlogiston
existed in 1600, what would the answer be? It
37
I guess this does include scientists, as formally they are
combustible.
38
By (Becher, 1667).
How to Be a God
244
would be no from our perspective, yes from the
perspective of scientists in 1700 and no from the
perspective of scientists in 1600. It can therefore
be said to have “partial existence”.
Although philosophers disagree over whether
material and abstract existence are the same thing,
they do tend to agree over what the terms mean.
Material existence implies that the thing under
consideration is present as a physical object in
Reality; abstract existence does not imply this.
What virtual worlds bring to the table is the
suggestion that material existence is itself relative
to a reality. An object can have material existence in
one reality and not in another; therefore, when
discussing material existence, you need to make
clear to what reality the existence in question is
relative
39
.
For example, winged horses don’t exist as
physical objects in Reality
40
, but they exist in
plenty of virtual worlds. You, as a human being,
exist in Reality but you don’t exist in a virtual
world unless you represent in it as a player
character; you subsequently cease to exist in it
when you log off.
39
The first philosophers to look at virtual worlds considered
the question of whether such worlds were real or not. The
conclusion reached was that they might be (Cooper, 1995). I
don’t believe the argument has advanced a great deal in the
intervening decades, so perhaps the notion of relative
existence might help them make their minds up.
40
This may change if DNA manipulation gets creative.
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If there are realities higher than Reality, do the
beings in those realities exist as physical beings in
Reality? Well, they certainly do while they’re here,
but otherwise, no: they exist in their own realities,
but they don’t exist in ours.
Again, if someone asks “Does Odin exist?”, in
what sense are they using that word “exists”? If
Odin is in Asgard (where the gods live), he doesn’t
exist in Midgard (that is, Reality); he only exists in
Midgard when he descends to Midgard or
represents in Midgard. From his own point of view,
he always exists; from ours, he doesn’t exist unless
he shares our reality. He has partial existence here.
It could reasonably be argued that representing
or absenting in a reality is not enough to qualify as
existence in that reality, at least in a material
sense. Descent or ascent into that reality would
count, because in these cases the being’s locus of
material existence has moved. An observer in the
lower reality wouldn’t be able to tell this, though,
so whereas someone in a higher reality might
distinguish between
material
and
virtual
, someone in
the lower reality would be unable to differentiate
between the two.
From your perspective, only Reality (or possibly
nothing at all) exists as a thing beyond you
yourself. Lower realities, such as virtual worlds,
exist if you accept that Reality exists, because
they’re consequent on it. What about higher
realities, though?
How to Be a God
246
Well, the afterlife realities we call Valhalla,
Heaven, the Summerland or whatever, are (like
everything else other than you) merely concepts
denoted by labels. If you were to ascend to one
then it would become your new reality and the
same questions asked of Reality’s existence would
follow you there. You would definitely no longer
exist in Reality, though. If you were instead to
absent in a higher reality, well you’d still be
physically in Reality, so what you were
experiencing as a higher reality may merely be a
quirk of Reality; assuming it wasn’t, though, you
could perhaps legitimately claim that you existed
in both the higher reality and Reality at the same
time
41
.
As a final point about relative existence, it’s
worth asking whether realities themselves have
material existence. In particular, does a reality
have material existence relative to itself? This is
important for those gods of Reality who to some
extent are Reality, so listen up Stoics, Cheondoists,
early Taoists and other pantheists.
There is a certain oddness in the suggestion
that although objects exist in Reality, Reality itself
might not exist. If there’s a higher reality upon
which Reality is consequent then Reality would
definitely exist relative to that higher reality; the
question merely moves up to the higher reality,
41
I say “perhaps legitimately” because it depends on what’s
meant by “you”. As always, you’d still exist in your own mind.
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though. Does that higher reality exist relative to
itself?
Well, the definition I gave way back at the start
of this book defines a reality as “a self-contained
space of existence that’s defined, maintained and
continually modified by its own physics”; a
candidate reality couldn’t be self-contained if it
didn’t contain
42
itself, and it couldn’t contain itself
if it didn’t exist relative to itself, therefore realities
do exist relative to themselves
43
. This is if you
accept my definition, of course, which I basically
made by fiat: I’m asserting that the reason a reality
exists relative to itself is that I say it does. Feel free
to disagree I’m not going to fight you over it.
Where realities do differ from the other objects
that have material existence relative to them is
that they can simultaneously exist as a material
object in a higher reality. MUD, for example, exists
as the reality that is itself, but it also exists in
Reality (if you accept that software systems exist
in Reality and aren’t just a scam perpetuated by
computer programmers to gain employment).
A side-effect of defining realities to be self-
contained is that no reality is ever empty: it always
exists within or as itself even if there’s nothing else
there. If indeed there is nothing else there then
42
This could be as an object within itself, recursively, or as an
object congruent to itself.
43
Note that the concept of sets that contain themselves
(universal sets) causes alarms bells to ring for logicians
(Russell, 1903), but fortunately realities are not sets.
How to Be a God
248
whether or not the reality is interesting rather
depends on its laws of physics
44
. Overall, though,
it’s useful to be able to consider realities as stand-
alone spaces of existence, even if the realities
themselves aren’t necessarily wonderful places.
They don’t have to be consequent on a higher
reality to exist: they could exist independently,
running on the hardware of themselves. Reality,
for example, could exist independently of a higher
reality in this manner.
Coincidence
The Ancient Mesopotamians built a temple to the
god Nergal which was constructed like a palace. It
had dining rooms, bedrooms and rooms where he
could receive his guests. In the deepest sanctum
was what looked like a statue of Nergal, but it
wasn’t. Following a ritual known as mîs-pî
(meaning “washing of the mouth”), the statue
ceased to be a statue and became the god the
statue represented. He could see, he could eat and
drink, he could smell
45
and he could act. OK, so he
didn’t actually do any of those things, remaining
uncannily statue-like, but he could have done them
44
Hey, if you watch it long enough it might perform a big
bang or two for you.
45
As for what he could smell, my guess would be incense.
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had the mood taken him. Because of this, every day
the priests would bring him fresh clothes and two
full meals.
How would you implement something like this
in a virtual world?
Well, the statue is like a character that the
player isn’t currently playing. It’s been left lifeless
in the virtual world, but the player could log in
46
at
any moment and play as it. The statue is therefore
in some sense both the player and a representation
of the player irrespective of whether the player is
actually playing it or not. It’s fairly easy to
implement, as it’s merely a regular object to which
its player attaches (or doesn’t). If Nergal wants to
attach to his statue in order to represent in Reality,
well that’s his prerogative.
Nergal and his statue show that a single object
can be two entities at the same time. This is not an
uncommon proposition. In Catholicism, for
example, the sacrament of the Eucharist changes
bread and wine into the body and blood of Jesus
47
through the process of transubstantiation. In virtual
world terms, the booze and biscuits aren’t the
blood and body of the player (because the player is
of a higher reality) but they are how the player’s
blood and body are made manifest in Reality.
46
Or reattach from a mobile or other character.
47
Participants then eat and drink this, which may seem
unpleasantly like cannibalism to the non-initiated but
apparently isn’t.
How to Be a God
250
This isn’t mere metaphor or symbolism; nor is
it a problem of reference (as with the example of
Andy and Boudicca that I outlined earlier).
Catholicism takes a very hard line on the subject:
the bread and wine cease to be bread and wine and
actually become Christ’s body and blood. This
means that if thousands of priests simultaneously
turn their local supplies of wafers and wine into
the body and blood of Christ during 7:30pm mass
in churches across the land then there are
thousands of instances of Christ’s body and blood
to be accounted for at the same time.
Now it’s fine for Roman Catholic theologians to
say this happens, but they don’t have to implement
it. If we, as the gods of our virtual worlds, wanted
to implement in them something akin to
transubstantiation, how would we go about it?
I’m going to offer two possible solutions.
In the first, as I subtly hinted above, we’d
instance the body and blood. The total mass and
volume of wafers and of wine would be more than
in the original source, so it can’t be mapped on a
one-to-one basis; we’d have to create copies of the
body and blood, private to each wafer and
mouthful of wine.
Of course, to someone who found a misplaced
wafer and didn’t know about its history of
transubstantiation it would still be just a wafer; it
could in theory be subject to transubstantiation a
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second time
48
; we’d therefore be wise to phase each
instanced wafer to those who know its history; for
the general, unphased case, we’d just leave the
original wafer as it was. This is regardless of
whether we were copying all of the object (the
material components of body and blood) or just an
aspect of it (the spiritual components, say).
Such a solution would be exceedingly tiresome
to implement and the processing overheads would
be heavy. Furthermore, it would be unsatisfactory
anyway: for dogmatic reasons, the body and blood
can’t be copies, they have to be the actual body and
blood. That in itself is problematical, because eating
something tends to destroy it; we really don’t want
to destroy the actual body and blood.
It seems we’re being asked to construct a single,
uncopiable object that can exist thousands of times
at once, but which doesn’t cease to exist when it
ceases to exist. How can we possibly do that?!
This brings us to the second, smarter way of
implementing transubstantiation.
We have one, original version of the body and
the blood. This exists in a higher reality. The body
and the blood can represent in a lower reality,
thereby allowing both to exist multiple times
relative to that reality without there being more
than one each of them in the higher reality. When
the object through which they are representing is
48
I can see the advertising slogan already: “Now with double
the Christ!”.
How to Be a God
252
destroyed, that particular representation ends. The
original version, in the higher reality, remains
extant.
This way of looking at transubstantiation as a
form of representing is much cleaner. It’s
compatible with a range of interpretations of what
is called the real presence of Christ in Christian
teachings
49
; as we saw with Nergal, it can work for
other gods, too.
Cool! From an understanding of how we would
implement the concept of transubstantiation in a
virtual world, we’ve obtained a clearer view of how
any gods of Reality might do it.
You’re welcome, theologians.
Perspective
Earlier, I asked (twice) what the question “Does
Odin exist?” means. The answer depends on
whether you mean physical or conceptual
existence, and which reality you’re using as your
frame of reference.
I am a god of my virtual worlds. I exist in my
own mind, and am happy to go along with the idea
49
In particular, it explains why we can’t have a Eucharist in a
virtual world: the body and blood represent in the reality one
level below their home reality, not two levels, therefore
virtual bread and wine aren’t going to transubstantiate.
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that I exist in Reality, but do I exist in the realities I
have created?
Materially, no I don’t. I’d have to descend to
them for that, which I can’t do. I can represent in
them, though, and from the perspective of the
NPCs of those worlds it would look as if I did have
material existence there.
That, of course, is if they can detect me.
I can make myself completely undetectable
50
. If
the NPCs can’t detect me, does it make sense to say
that from their perspective I exist? Sure, from the
perspective of the physics of the virtual world I
exist, because that’s what’s sustaining my
character while I’m representing in that world. Do
I exist from the viewpoint of a free-thinking NPC,
though?
Well no, I don’t. I don’t appear in their model of
their world in any shape or form. They may be
open to the possibility that I am present in their
world
51
, but if they have no way of sensing me (or
of sensing anything that allows them to deduce my
presence) then I can only exist to them as a
conceptual object. Even if they have absolute faith
that I also exist materially, that doesn’t mean I do; I
could log out any moment and they’d be none the
wiser.
50
The command to do this in MUD2 is INV’3, which puts me
at invisibility level 3. Even demigods can’t see me at level 3.
51
This assumes they’re smarter than they currently are in
today’s virtual worlds.
How to Be a God
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What if I never represent in the virtual world
but make supernatural changes to it from Reality
that its NPCs can detect? Perhaps I create a
mountain floating in the sky, or give voice to trees,
or make it rain pigs. The NPCs won’t know that I
exist in their reality (which is fair enough, I don’t),
but they may conclude that at least someone exists
in or from a higher reality. If I leave actual
messages, such as surrounding a city with a
20,000-word tract using letters two metres high
each made from a solid diamond, they may even be
inclined to give me the benefit of the doubt. Then
again, they could be cynical and dismiss it all as
coincidence.
What if I allow NPCs to absent in Reality for a
while using robots here as a conduit? The NPCs
will see that Reality exists, be able to chat to me
about this and that, and then when they return to
their own sub-reality they’ll know for sure that I
exist in Reality. Objectively, though, with regard
to their reality, I still don’t exist unless I represent
in it or somehow descend to it (or make
supernatural changes to it, if you accept that as a
form of second-order existence).
Why would I bother having the NPCs absent in
Reality to achieve this effect anyway? It would be
time-consuming and expensive. How about I
create a virtual world that is a copy of a chunk of
Reality and have the NPCs go there instead? Their
experience would be identical to the one they
Chapter 4 Existence
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would have had if they’d gone to Reality, only they
didn’t.
Why would I bother with having them visit the
copy of Reality, for that matter? I could just plant
false memories in their minds of having visited
Reality and the end result would be the same.
Would I still exist in all of those situations or
indeed in any of them?
Could you (as in, you) exist in a virtual world
that you’ve never even heard of? Perhaps, if in their
minds its NPCs have met you, yes, you could.
Suppose I make a virtual world, populate it with
artificially intelligent NPCs
52
, and then sit back and
watch. Because the NPCs are clever, eventually
they’ll ask questions about their existence (much
as we humans have done and continue to do). If I
never visit their world and make no supernatural
interventions, could these NPCs ever work out that
I exist?
They have the evidence of their own existence
and of their own reality’s existence. They may
misattribute evidence (reading events as being
supernatural when they’re natural), but given
enough time they’ll realise when they’ve made an
earlier mistake
53
and move on. They may
extrapolate from their own experiences (perhaps
52
As I keep pointing out, we can’t do this as yet (but see Part
3).
53
“Hold on, what if the sun isn’t pulled across the sky on a
chariot?”.
How to Be a God
256
they create their own sub-realities) and figure out
that there’s a nigh-certain chance that I exist.
They won’t know who I am, though.
All their concepts about me would be pure
conjecture. They wouldn’t know why I made their
reality, why I made it the way I did, nor why I made
them. They wouldn’t know that actually I made
their world with a friend, it’s not all my own work.
Beyond the basics of the possibility or probability
that someone made their reality, they’d be pretty
well ignorant. If I appeared in their midst, they
wouldn’t know me at all.
Yes, to them I might exist but I wouldn’t exist.
For the third time: if asked the question “Does
Odin exist?”, what do you mean by that word
“exist”?
Also, what do you mean by “Odin”?
Feel free, if you wish, to substitute the name of
any other god for that of Odin there.
Chapter 5 Immersion
257
Chapter 5
IMMERSION
Artists in medieval Europe had a problem in
depicting the Christian Heaven. They knew it was
a spiritual world that was separate from the
physical world, but how could they envisage what
it looked like in order to paint it? It couldn’t be
experienced until it was too late to paint it, and it
couldnt even be described in words, let alone in
images.
They had to fall back on metaphor. The
difference between the worlds of the body and of
the soul was as the difference between what and
what?
Well the part of the universe we live in, the
terrestrial world, can be mapped onto the physical
world. The part of the universe we see but can
never visit, the celestial world, can be mapped onto
the spiritual world. Its not the spiritual world, but
its as remote and unknowable to us (well, medieval
us) as the spiritual world is. The body/soul duology
could be represented as the Earth/sky duology.
This is why medieval artists would depict
Heaven as being in the sky: it was a metaphor
(Wertheim, 1999).
How to Be a God
258
As it happens, medieval artists were probably
worrying about this unnecessarily.
When we, as gods of virtual worlds, create those
worlds, we base them on Reality. The virtual world
is, for its NPC inhabitants, the physical world that
they experience in their everyday existence;
Reality is their spiritual world, where their souls
if souls are a thing reside (on our computers)
1
.
The NPCs have no access to Reality, so its as
unknowable to them as Heaven was to medieval
artists. Nevertheless, we gods can see that actually
the virtual world works pretty much the same way
as Reality does. Sure, it might have magic, orcs,
unspillable milk and backpacks that can hold
impossibly-heavy weights, but its physics is largely
based on the physics of Reality. If we were
somehow to transpose an NPC into Reality, that
NPC wouldnt find Realitys physics
incomprehensible
2
.
So yes, for a medieval artist NPC it is true that
Heaven is unknowable, but it’s also true that it
possesses features that can nevertheless be
guessed at with reasonable accuracy.
There are good reasons why this is the case.
1
You could also argue that if they do have souls then Realitys
spiritual world (rather than Reality) is their spiritual world.
Even so, that doesn’t mean we can’t implement something we
decide is a soul. Each NPC could have two or more souls this
way.
2
The inability to change their entire outfit in a single instant
could come as a surprise, though.
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259
Our Own Image
That there are similarities between humans and
gods is well-established. Its taken as axiomatic by
the Ancient Greeks, Romans and Norse, for
example. Many Christians also hold this point of
view, primarily because The Bible out-and-out says
that God created man in Gods own image. The
Quran makes no such claim directly, but there are
two books of hadith that report the prophet
Muhammad as having mentioned that God created
Adam in Gods own image.
Islamic scholars widely interpret this “own
image” statement to mean that human beings
possess some of the abilities of God (such as being
able to see and to speak, and having free will) but
not in the same measure as God
3
. This is more like
how it is with virtual worlds: NPCs arent the same
as human beings, but they possess some of the
same attributes
4
that human beings possess.
So why do we give them those attributes?
Well, the thing is, if were to visit (as players) a
reality that we (as gods) have created then that
reality has to make sense to us. It must behave in a
way that we understand intuitively, rather than in
3
God is never going to need to wear spectacles.
4
They may indeed have additional attributes that we don’t,
to compensate for their shortcomings. I look at this a bit
later.
How to Be a God
260
one that requires analysis. Ideally, it has to be
(incoming technical term) persuasive.
Any virtual world that wasn’t persuasive would
be hard for us to accept as being real, and so
wouldn’t feel like a reality
5
. This doesn’t mean that
the mapping of the virtual to the real has to be
exact, of course. It’s not important that game
worlds faithfully replicate how Reality’s physics
works, but if players are to use what they know
about Reality predictively in the game world then
it is important that said game world replicates the
effects of Reality’s physics with reasonable fidelity
(Upton, 2015).
Upon encountering a human-created sub-
reality of Reality for the first time, our default
understanding of how it works is therefore easy to
state: it works like Reality (Tolkien, 1964)
6
. Any
divergence from “how Reality would do it” is likely
to be a distraction, so we dont want such
divergences introduced unnecessarily; we wish our
created realities to share enough aspects of Reality
that were not constantly interrupted by thoughts
of “well thats strange. Its also less to remember:
5
We can create realities we don’t want to visit – one
consisting entirely of ever-calculating multiples of the
number 142,857 for example but I’m talking about the
particular realities I defined as virtual worlds here.
6
Also (Bartle, 2011), but you’re more likely to be impressed by
Tolkien than by me. Fiction Theory, which wasn’t created
with virtual worlds in mind, calls this the principle of minimal
departure (Ryan, 1980), albeit with a different rationale.
Chapter 5 Immersion
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you may find it easier to accept that you can have
extra-dimensional access to a safety-deposit box if
youre not also having to accept that colours work
like magnets, that up and down flip each time you
blink and that politicians will answer a straight
question with a straight answer.
The upshot of this is that if we wish to visit our
created realities, we should configure them to be
similar to Reality
7
.
If we do this, it follows that there are
consequences for the design of the NPCs who
inhabit our virtual worlds. To function, NPCs must
be able to negotiate their environment; they need
abilities that allow them to sense their
surroundings and to act upon them. These abilities
will perforce align with those that we ourselves
possess, because we specifically designed the
NPCs reality such that it would be suitable for our
abilities.
In summary: the basics of our created worlds
are going to intersect non-trivially with the basics
of Reality
8
; therefore, the basics of the NPC
inhabitants of these worlds are going to intersect
non-trivially with us
9
.
7
To some extent, we have no choice anyway: the fact that we
ourselves are of Reality intrinsically limits how different
from Reality the realities we create can be (Wolf, 2020).
8
They may be different worlds, but there isn’t a world of
difference between them.
9
This helpfully grounds the Hermetic aphorism,As above,
so below”.
How to Be a God
262
Now all this is at the systems level the physics
of the respective worlds. At the access level, the
situation differs.
What an object looks like from outside a reality
isnt the same as what it looks like from inside that
reality, because senses can only sense that which
exists in their home reality. If you examine the
code of an animated, fire-breathing dragon, you
wont see an animated, fire-breathing dragon
except in your imagination. When you visit a
reality, there is a barrier that must be crossed both
to inform you of whats going on in the reality and
for you to inform the reality of what you want to
do in it. Otherwise, were your character to be the
subject of a fire-breathing dragon’s breath of fire,
how would you know and how could you respond?
If you are to visit a reality, then, there has to be
a transformation process to convert the sensory
signals which your player-character’s body in that
reality is receiving into a form that your own,
Reality-based senses can detect. Likewise, actions
your Reality-based body undertakes must be
translated into control signals for your reality-
based character. In software development, such a
set-up is what we call an interface. As I’ve
mentioned before, text and virtual reality are both
interfaces that can be used for virtual worlds
(although screen and mouse/keyboard or
controller are currently more common).
The possibility exists of doing some real-time
computation during these interface adaptations.
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For example, the NPCs in a virtual world might
communicate between themselves using a non-
human language, but in converting this into
sounds for your headphones their words could be
translated into your natural language of choice.
Likewise, your natural-language words could be
automatically translated into the in-reality “sound”
signals appropriate to convey in NPC-language
what you said into your microphone. It would be a
transparent process both for you and for the NPCs.
As Ive described it so far, what designers of
virtual worlds are aiming for is a sense of what is
called presence: the perceptual illusion that a
mediated experience is non-mediated (Lombard &
Ditton, 1997). This makes the virtual world more
persuasive, and so helps the player to will in
themself the belief that they are in the virtual
world rather than in Reality (which they
nevertheless remain intellectually aware that they
are).
(Lombard & Ditton, 1997) identified six main
uses of the term “presence” in Communication
Studies:
Presence as Social Richness. How remote or
intimate does the experience feel?
Presence as Realism. How accurately does
the experience model the real thing?
How to Be a God
264
Presence as Transportation
10
. How well does
the experience make the user feel theyre
somewhere else, or that somewhere else is
here?
Presence as Immersion. How much does the
virtual environment whelm the real
environment?
Presence as Parasociality. How much do
unidirectional relationships within the
experience nevertheless feel as if theyre
bidirectional
11
?
Presence as Active Medium. How much do
users treat the medium itself as a social
actor
12
?
Not all of these have equal relevance to virtual
worlds: presence as transportation and presence as
immersion are the most significant, and those are
what I’ll be focusing on (although I’ll later
reference presence as parasociality a little, too).
You get presence as transportation in its “I am
thereform when reading a novel; that is, you feel
youve been transported to an imaginary land. You
get it in its “there is here” form when watching TV;
10
It’s also known, rather old-fashionedly, as telepresence
(Minsky, 1980).
11
You do know that when the TV newsreader says “see you
tomorrow” they almost certainly won’t be seeing you
tomorrow, yes?
12
When you get an encouraging “well done so far” from a
tedious form-filling automated phone service, do you
thereafter feel encouraged?
Chapter 5 Immersion
265
that is, you dont feel youre at the Olympics, you
feel the Olympics have been brought to you. With
virtual worlds, you get it in its combined (and
rarer) “we’re all here together” form. You are there,
but other people are also there or rather here, as
your here is now there.
Presence as transportation is important for
virtual worlds because its a major design
requirement: they are places that players are
intended to be able to visit. If the players never feel
that they are in a shared space, its not going to
happen. Of course, merely knowing this doesn’t
thereby cause such presence to occur, and its
fairly-obviously necessary anyway; still, having a
formal term for the players desire to feel that
theyre in another world can at times be useful.
Presence as immersion is the main context in
which the concept of presence is used with
reference to virtual worlds. Its a little contentious,
because it employs the very powerful term
immersion in a specific way that is readily
misinterpreted by academics new to the field of
virtual worlds.
The thing is, presence as immersion is about
sensory immersion: presenting the senses with a
collection of signals that work together to offer a
coherent picture of an environment different to
the one that actually pertains. Donning the VR
glasses, you really can feel as if youre walking on a
How to Be a God
266
girder high above the streets of New York, and that
one false move will result in a fall to your death
13
.
This use of the word “immersion” is perfectly
fine, and is arguably its everyday meaning. Its not
quite what players mean when they talk about
immersion, though. True, theyre not great at
articulating it, but for players immersion is about
identity: being one with your character in the
virtual world. To this end, most people who play
virtual worlds are effectively engaged on a quest of
self-actualisation. Remarkably (because virtual
worlds aren’t particularly designed with this in
mind), they all tend to pursue their goal by
following a common, well-trodden path known as
the heros journey (or monomyth).
The hero’s journey was first identified by an
American academic, Joseph Campbell, in an
influential book, The Hero with a Thousand Faces
(Campbell, 1949). Campbell discovered that most
ancient myths and folk tales unfold to fit a set
pattern: an (invariably male) individual goes away
to a land of adventure, where he discovers himself
then returns to be the hero he was destined to
become.
Virtual world players’ personal stories follow
this same pattern. Not only were virtual worlds
invented to be places of identity exploration, and
13
I’m one of those irritating people who immediately makes
that one false move, just because I can. So far, it’s never
resulted in a fall to my death.
Chapter 5 Immersion
267
recognised as such by early researchers
(Bruckman, 1992) and even some players (Wagner,
2009), it turns out that this is how they really do
work.
Note that there is a corresponding heroine’s
journey (Murdock, 1990), but few virtual world
players ever walk that path. It doesn’t exactly
describe a pleasant experience and it ends with the
heroine’s understanding that she didn’t need to go
on her journey in the first place.
Tempted though I am to go into considerable
detail about how virtual worlds are able to provide
such transformational experiences for players, I
shall instead defer to an excellent book on the
subject: (Bartle, 2003). OK, so it’s a book I wrote
myself, but there are only two books that cover this
topic in any depth and I also wrote the other one
(Bartle, 2016); I therefore end up looking like a
deluded, self-publicising jerk either way
14
.
Unfortunately, its common practice among
those psychologists studying virtual worlds to
conflate the sensory-oriented and identity-
oriented meanings of “immersion”
15
. This leads to
experiments designed to test for the former
obtaining results that are questionable when
applied to the latter. The experiments arent
14
I don’t mind being a deluded, self-publicising jerk, it’s
looking like I’m one that I try to avoid.
15
Or any of the other meanings the term is used in at least
six different ways with regard to RPGs (Bowman, 2018).
How to Be a God
268
invalid, theyre just being interpreted invalidly. As
an analogy, it’s be a bit like trying to explain why
Scots watch football using evidence gained from
asking Americans why they watch football
theyre different footballs
16
. Virtual-world
immersion and regular immersion are different
immersions. Those academics who do understand
what virtual-world immersion is (because theyve
played a lot more virtual worlds for a lot longer)
are hopelessly out-numbered by those who dont
17
,
so we cant optimistically expect this situation to
change any time soon.
As it happens, sensory immersion is an
excellent tool to help players become identity-
immersed, because its quite hard not to believe
what your engoggled eyes are telling you. Setting
aside any worries that you could develop a
splitting headache or that someone is secretly
taking photos up your skirt, the technology of
sensory immersion, when used well, is wonderfully
persuasive.
Its not actually needed for identity immersion,
though. In fact, its not even the most powerful
route to it. Text will lead people faster down the
16
Formally, one is American Football and the other is
Association Football (whence the abbreviation “soccer”).
17
I remember reading one paper in which the author claimed
to be an authority on World of Warcraft having spent 50 hours
playing it. To someone who at the time had spent over four
times that number of days playing it, this wasn’t quite as
impressive a qualification as the author perhaps believed.
Chapter 5 Immersion
269
path to becoming as one with their character than
will sensory immersion. The problem with sensory
immersion is that its too real: you feel as if youre
you, somewhere else; you dont feel as if youre
someone else, somewhere else, and so able to find
the real you somewhere in between. Text, though,
can achieve this almost as a matter of course.
That said, text isnt a cool interface these days,
so youre not going to try it for a game any more
than youre going to read this book using a virtual-
reality headset.
OK, so from all this we can see that the aim of
virtual world designers should be to make their
creations persuasive for players (to help with
easier immersion), without being so persuasive
that the players feel theyre still in Reality (just a
weird version of it). There needs to be some room
for imagination to play its part which is of course
precisely why text is so good at promoting
immersion among those people willing to read for
fun.
Note that the ability to represent in a sub-world
carries no connotations regarding how persuasive
the experience is; rather, the interface used is the
major determining factor in that regard. A set of
VR goggles makes the world seem more persuasive
than a set of 3D glasses would, but they in turn
would make for a more persuasive interface than a
How to Be a God
270
flat, 2D screen
18
. In the future, we may be able to
use neural interfaces to write to players’ senses
directly, so that a virtual world gives at least the
same level and detail of sensory input to a jacked-
in player as does Reality perhaps even more. We
could also intercept and read instructions from a
player’s central nervous system, so if they tried to
walk then it would be their virtual body that
walked, not their body in Reality.
In such circumstances it would be very difficult
to feel that you weren’t present in the virtual
world, even though intellectually you would know
that you were slumped in a chair with a cable
connecting your brain to a computer. In this full
system immersion, your senses would be
overwhelmed by data telling you that you were in a
different reality; nevertheless, your mind would be
running on the hardware of Reality, so you’d still
only represent in the virtual world, not present in
it.
If the virtual world were sufficiently different,
there could be things that your character was able
to do in it that you are incapable of in Reality. You
don’t have wings in real life (trust me), so if you did
in the virtual world then you’d have to learn how to
use them (assuming you were connected using a
18
Static images are less persuasive still. Whether or not text
is the least persuasive interface or the most persuasive
depends on how good your imagination is (Asimov, 1973).
Chapter 5 Immersion
271
neural interface; it would actually be easier if you
weren’t).
Of course, if the virtual world differed too much
from Reality, you wouldn’t be able to do a great
deal in it you’d find it incomprehensible.
Although your interface with a virtual world
heavily influences immersion, ultimately it’s the
nature of the virtual world itself that determines
whether or not you can become immersed in it.
Finding just the right level of similarity with
Reality is a goal that all virtual world designers
share
19
.
What happens when they get this wrong?
The Fiction
The reason that persuasiveness is needed in virtual
worlds is that these worlds are fictional. If they
werent fictional, theyd be real which is to say,
theyd part of the fabric of Reality. OK, so they are
part of the fabric of Reality, in the sense that
theyre implemented within Reality, but theyre
still made-up. They may be closer to Reality than
19
Albeit not necessarily knowingly
How to Be a God
272
are some other works of fiction, but they
nevertheless are works of fiction.
In discussing virtual worlds, the word “fiction”
has two related but different meanings. Its first,
everyday meaning, refers to wilful fabrications in
general; this is how I used it in the previous
paragraph. Its second, more technically-nuanced
meaning, refers to a virtual world’s own particular
fabrications; in this context, it’s often called the
fiction.
Ive slipped in references to the fiction several
times already. What I mean by the term is that
which you need to buy into to accept the virtual as
being real. Each virtual world has its own fiction;
its essentially fixed when you start to play, but you
can learn more about it as you do play. There may
be some off-the-shelf components to it that players
are used to accepting from other creative works
(faster-than-light travel, magic, extra-sensory
perception, that kind of thing
20
), but although
these can help with buying into the fiction, they’re
usually subservient to it. The fiction is the creative
bedrock of the virtual world.
For example, in the MMO Secret World
Legends
21
, the fiction is that mundane Reality is
20
Such extensions to Reality’s physics used to be called
ultraphysics until the term fell out of use.
21
This is a revamped version of The Secret World. It ironed out
the creases in TSW’s fiction (which was already best in class),
but sadly also removed the subtle beauty of the gameplay. It
then broke it completely by adding a pay-to-win cash shop.
Chapter 5 Immersion
273
under constant threat from occult forces that the
vast majority of the population is entirely unaware
exist. You are a member of a secret society who has
been gifted with a form of immortality to take on
and, if not defeat the forces of evil, at least to
prevent them from defeating the forces of good.
Magic works, but so does modern technology, with
attempts being made to employ the latter to
amplify and to refine the former.
Now although thats just a basic summary of
SWL’s fiction, its still enough to tell you its no
World of Warcraft even though both MMOs
involve magic. As you play, youll learn that apart
from the secret societies (the Templars, Illuminati
and Dragons), there are other organisations
involved (the Venetians, Phoenicians, Orochi
Corporation and many minor groups), each with
differing agendas. All this, and much more besides,
adds to the fiction but doesnt change it.
A virtual world’s fiction is almost the same as
what designers call its lore, but not quite. Lore is
the virtual world’s player-independent backstory.
You have to accept it to some degree in order to
situate yourself in the virtual world, but you don’t
need to know it to play; you do, however, have both
to know and to accept the state of the world that
the backstory has led to and your own place within
that world that is, the fiction. The fiction can
therefore be thought of as the You are a …” detail
of the lore.
How to Be a God
274
The lore: the Third World War led to years of
post-apocalyptic soul-searching, during which the
people of Earth made first contact with an alien
species. A period of recovery followed, in which we
began sending starships out to explore strange
new worlds, to seek out new life and new
civilisations, and to go boldly
22
where no-one had
gone before. A war with an alien species brought
about the formation of the Earth-led United
Federation of Planets, precipitating hundreds of
years of relative peace.
The fiction: in the optimistic universe of the
future, you are an officer of a starship beginning a
new, five-year
23
mission.
From a players point of view, the fiction is
important: it encapsulates those dissimilarities
between the virtual world and Reality that make
the former worth playing (or not). From an NPCs
point of view, though, the fiction is unknowable
and the lore is truth. “The War of Black Holes
imploded the universe and destroyed all within it,
but after billions of years of darkness it has
exploded anew. Now, on an ordinary planet
orbiting an ordinary sun in an ordinary galaxy, an
ancient peril is once again stirring into being. On
the brink of creating true artificial intelligence, will
the planet’s life forms repeat the mistakes of those
who went before them, or will they recognise the
22
No infinitives were harmed in the writing of this sentence.
23
Shorter if you wear a red shirt
Chapter 5 Immersion
275
dangers before its too late? You are the leader of a
nation state in this world-on-the-cusp. To save the
universe, will you side with humanity or with the
impassive machines it creates?”.
We can see the lore of Reality, but for us its not
lore, its history
24
. We cant see the fiction of
Reality, because we cant play Reality; for us,
Reality is our reality. The visitors to Reality from a
higher reality would see the fiction, because it
differentiates Reality from their reality
25
.
Ive brought up the topic of the fiction because
of what it implies regarding immersion and
interfaces, both of which I’ve mentioned before and
both of which I’ll mention again; in particular,
they’ll turn out to be fundamentally related to the
reasons why people create realities. For the
moment, though, as the purpose of this chapter is
to offer a practical explanation as to why creators
of realities base their created realities on their own
reality, I shall confine my discussion to that topic.
So, a virtual worlds fiction embodies all the
falsehoods that an individual accepts when they
decide to play that virtual world. By necessity,
24
OK, so in this example it’s poorly-imagined, speculative
history that I’ve just made up, but the same argument applies
to bona fide origin accounts (such as the one involving Adam
and Eve): they look like history from Reality but would be lore
to someone for whom Reality is a virtual world.
25
As the novelist E. M. Forster put it: “If God could tell us the
story of the universe, the universe would become fictitious”
(Forster, 1927).
How to Be a God
276
because nobody like spoilers, this fiction will lack
detail: the designer will have informed prospective
players of its central thrust, but will have stopped
short of explaining everything.
The designer’s aim here is to give the player a
sense of where the virtual worlds boundaries lie
and of what can be expected to obtain within those
boundaries. The designer is making a kind of
promise a covenant in which they ask you, the
player, to trust them to deliver what they hope you
will like, but which they cant tell you about
beforehand because that would rob you of the fun
of finding out
26
. To break the fiction is to break the
covenant and so to lose your trust. The covenant is
particularly important for virtual worlds, but other
works of fiction have the same thing. For example,
were you to extend a much-loved movie franchise
in a manner that replaced its mysticism with space
aliens, this might arouse feelings of betrayal in its
audience
27
.
Breaks in the fiction are particularly potent in
virtual worlds because they unimmerse the player.
The fiction is the player’s anchor: if the ropes the
player is using to keep tied to the virtual world
come away in their grasp, theyve nothing to hold
onto they lose their connection to their
character. To maintain immersion, then, designers
26
I write more about the covenant in (Bartle, 2012). No, this is
not a cheap attempt to increase my citations count by one.
27
Exhibit one: Indiana Jones and the Crystal Skull.
Chapter 5 Immersion
277
like to keep everything well within the fiction
even if that entails extending the fiction to cover
desired but not-of-Reality features.
For example, at the start of this section I
mentioned that in Secret World Legends, your
character has a form of immortality: you die, then
seconds later you come back to life. Why do you
come back to life in a reality based on Reality when
this doesnt seem to happen with any frequency in
Reality? Ah, well in the opening to the game you
were granted immortality by swallowing a bee
28
.
The fiction therefore covers it. That said, the NPCs
you kill also come back, it just takes them a while
longer. They haven’t swallowed a bee and there’s
no other fiction covering such behaviour; it’s just
how these guys roll
29
.
If a designer wants to help their players remain
immersed, then, a strong, robust fiction is a
necessity. They do want to help their players
remain immersed, too, because immersion is
exactly the means by which individuals from a
higher reality represent in a lower reality.
Immersed players present in Reality while
representing in the virtual world. The same
individual is therefore effectively two people at the
28
I realise that this isn’t the most obvious route to
immortality, but it does make a kind of sense in the context
of the game. In Reality, it’s more likely to shorten your life
than to extend it, though.
29
I suspect because utterly implausible fiction can be even
worse for immersion than having the fiction remain silent.
How to Be a God
278
same time: the player and the character. To control
the character, the player has to pass information to
the virtual world; to describe the character’s
situation, the virtual world has to pass information
to the player. Some of this information is knowable
to the character (your attempt to make a bowl of
soup was successful) and some of it is unknowable
(you gained 10 experience points for exhibiting
your soup-making prowess). Some of it appears
within the virtual world (there’s a chest over to the
character’s left) and some of it doesn’t (that red
glow round the edge of the player’s screen means
the character is injured).
Immersion is affected by who is entitled to see
the information passing between the two realities
and by where this information appears. Happily,
there are some technical terms from game design
that we can use here to describe the various
possibilities.
Some things that you might want to do or to
find out in the virtual world don’t involve breaking
the fiction. Lets say youre playing a game in a
modern setting, seeing it through your character’s
eyes (that is, with a first-person perspective
camera). You want to know how much time is left
before the bomb goes off, so you perform the
appropriate keystrokes and what happens? You
might tell the time in Reality by looking at your
watch or phone: does your character maybe look at
their watch or phone in the game world? If so, this
falls within the fiction: the player is being provided
Chapter 5 Immersion
279
with the information they requested and their
immersion isn’t compromised in the process.
In game design terms, this kind of interface is
said to be diegetic. It’s the most immersive way
that information can be conveyed, but it’s not the
only way. There are, as you may have deduced
from my preamble, three other main approaches
that game designers would consider for presenting
in-world information to the player; these are
referred to as meta, spatial and non-diegetic
30
.
A meta interface maintains the fiction of the
virtual world, in that it doesnt tell the player
anything that their character wouldnt know,
however it achieves this outside the geometry of
the virtual world. The classic example is to show in
a special window the text of a book that your
character is reading. Other characters can’t look
over your character’s shoulder to read it, because
the book’s contents arent being displayed in-
world; nevertheless, your character is not being
presented with information they’re not entitled to
see.
A spatial interface is like a diegetic interface, in
that it displays information within the geometry of
the game world. However, the information it
displays is for the player, not for the players
character; it therefore breaks the fiction. A
30
For a full discussion, see (Fagerholt & Lorentzon, 2009). For
a shorter, but pretty darn good summary, see (Stonehouse,
2014).
How to Be a God
280
common example would be that of a targeting
circle showing you where your area-of-effect
weapon would cause damage were you to activate
it right now: it looks as if it’s part of the world, but
it isn’t. Likewise, the billboarding of names above
characters’ heads places text within the virtual
worlds space as if it were part of a character’s
appearance; it’s not, of course names dont catch
on the lower branches of trees or anything but it
looks as if it is. The information is there for the
benefit of the player, not of the character.
Finally, a non-diegetic interface places in the
plane of the screen information which is not
known to the players character but which is
known to the player. Examples include: a juicy
overlay announcing youve reached level 50; a
window to be used for buying in-game currency;
an announcement that the server is going down
for maintenance.
Whether an interface element is accounted for
by the fiction or not is dependent on the fiction,
not on the interface element. A mini-map, for
example, could be telling the player something that
their character would know (say, which other
characters are within hearing range), or it could be
telling them something that their character
wouldnt know (say, which other characters are
within a 2km radius); a change to the fiction
(youre in a helicopter with radar, or using a
clairvoyance spell) could turn a non-diegetic
interface element into a meta interface element
Chapter 5 Immersion
281
without changing the look of that element. The
head-up display format adopted by most MMOs is
meta at best unless the player is playing a
character who has a HUD in-world (for example,
theyre a fighter pilot), which could instead make it
diegetic.
As I said, a diegetic interface leads to a more
immersive experience. This suggests that the
player should only have access to the in-world
information that their character has access to, and
that it should be presented to the character in a
way similar to that in which it would be presented
to the player if it happened in Reality. Indeed, for
many years designers of virtual worlds debated
among themselves as to whether they should give
players numbers at all
31
, its being widely accepted
both that numbers were unimmersive and that
players nonetheless kept on asking for them. Sadly,
players almost always prefer short-term value to
long-term value (Bartle, 2004), and some wrote
addons (interface plug-ins) to deliver what the
designers had withheld; designers capitulated
thereafter. This is why you now see streams of
numbers appearing above enemy characters’ heads
showing how much damage you’re dealing (and
31
The ox is stricken by the effort of your proficient,
downward blow.versus The ox is stricken by the effort of
your proficient, downward blow. Damage: 3.”.
How to Be a God
282
that their average has slightly increased since you
paid 15 for a crystal of +1 to critical
32
).
Ive described these different kinds of interface
in terms of displaying information, which is to say
output to the player, but (as interfaces are two-
way
33
) they can also be applied in terms of input to
the virtual world. You may have to click on an in-
world door to open it (diegetic), or to click on a bag
icon to bring up your inventory (meta), or to
mouse-over a monster to find what level it is
(spatial), or to hit the escape key to bring up the
settings menu (non-diegetic).
There are two axes involved here: in-
fiction/out-of-fiction and in-geometry/out-of-
geometry. Although theyre mainly thought of as
visual elements, they also apply to other sensory
information such as audio. You hear footsteps
crunching over snow behind you (diegetic), or a
disembodied narrator (meta), or a you’re-under-
attack beep in the direction of an aggroed
34
mob
(spatial), or a fanfare when you finish a quest (non-
diegetic).
Important: only diegetic information is accessible
to NPCs. This is because they themselves are
diegetic. Meta information would make sense to
them as its also in-fiction; its essentially diegetic
32
Black Desert Online, if you need to know.
33
Players interface with virtual worlds, not to virtual worlds.
34
Aggro is British 1970s slang for “aggravate” that somehow
made its way into modern MMOs via text MUDs.
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information that has been rendered meta to make
the players interface with the virtual world more
friendly. Out-of-fiction information, though, is
inaccessible (and quite possibly inconceivable) to
NPCs.
I once heard an anecdote told by a woman about
when she was a little girl. A friend of her mothers
visited, bringing her own daughter along with her.
While the two mothers chatted, the two girls
played. Our girl kept saying things to the other
girl, but she didnt seem to understand our girl
thought she was perhaps a bit stupid but all the
same they were having fun and got along well.
After a while, suddenly, the other girl stood up and
ran to her mother for no apparent reason. Our girl
looked up and saw her own mother calling for her.
It was time for her friend to leave. After shed gone,
our girl asked her mother how come her new
friend had suddenly known that her own mother
was calling her. Her mother replied that our girl,
like she herself, was deaf; her friend and her
friend’s mother were hearing.
So it is with NPCs and out-of-fiction interfaces.
An NPC may not have access to the same
information that you do (through the virtual
worlds interface), but if they’re observant enough
they may nonetheless be able to discern that you
somehow know things that they dont or can
somehow do things that they cant.
Its also possible that NPCs could have access to
information that players dont, or could perform
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actions that players cant. For example, you as a
player may not be able to look inside an NPC’s
mind to see what it’s going to do next, but its
fellow NPCs could perhaps have this ability.
Unsurprisingly, players tend to take a dim view of
this kind of behaviour, regarding it as cheating on
the part of the designer; designers are actually
quite sensitive to the accusation, though, so will
usually either concoct a reasonable fiction to cover
it or avoid putting it in unless it results in massive
efficiency gains
35
.
The difference here between players and NPCs,
then, is that NPCs regard the possession by player
characters of special information or powers as
being some kind of supernatural magic (which
from their perspective, yes, it is), whereas players
regard possession by NPCs of special information
or powers as being unacceptable unless solidly
supported by the fiction. If we apply this maxim to
Reality, it would help explain why there are many
accounts of supernatural beings with supernatural
powers (the use of which we NPCs can often spot),
but there are few accounts of supernatural beings
who lack the natural powers available to us.
Its worth dwelling on the reason why players
dont like NPCs to have knowledge or powers that
the players themselves dont have. Its not purely
35
They could naïvely try to conceal that it was happening,
but that would enrage players even more when the scam was
(inevitably) found out.
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out of a sense of unfairness (although this is often a
major factor); its also because it breaks immersion.
To fit the fiction, things should happen a certain
way; they dont, which is the cause of complaint.
The key word here is should. What does it mean
to say that a virtual world or a character within it
“should” or “would” behave a certain way in a
particular situation?
This brings us to the wonderful topic of
realisticness.
Realisticness
Just because a world has dragons, that doesnt
mean anything goes.
When you play a game or read a novel or watch
a movie, you are entering a world of fiction. There
are truths about the world depicted that are not
true of Reality. You are a medieval general.
Sherlock Holmes is a person. A guitar-playing
trainee nun has a tendency towards over-
enthusiasm. The fiction of the game, novel or
movie constitutes the premise you have to accept if
youre to invest yourself in its world.
What about everything the fiction doesnt
describe, though? Well, for reasons justified earlier
in this chapter, this defaults to how it is in Reality.
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Horses cant operate trebuchets. Queen Victoria
was a person. People live in Austria.
So far, so good.
What about things that neither the fiction nor
the defaults of Reality describe? Arrows fly further
than they should. Watson has a leg wound after
being shot in the shoulder. Germans speak English
to each other.
Obviously, we do know why this is the way
things are. Longer-range arrows make for better
gameplay
36
. Watson’s wound moves because
Arthur Conan Doyle forgot where he’d previously
put it. An English-speaking audience won’t
necessarily comprehend a conversation in German.
These discordant elements are present for reasons
outside the context of the fictional world: the cause
is that the fiction itself is an artefact of Reality.
Although such incongruities may well be
understandable, they’re somehow unsatisfactory.
This is because they poke holes in the fabric of the
fictional world. We can’t buy into them: we simply
have to accept them then move on. This, as we
shall see shortly, makes the situation less than
ideal.
I explained when describing persuasiveness
that the reason everything the fiction omits
defaults to the way Reality does it is that we have
an understanding of Reality. We need to be able to
36
In Civilization V, you could shoot them across the English
Channel.
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make rational deductions about what will happen if
we do this or that, or what must have happened for
things to be like that or this, which would be
impossible if the fiction was all we had to go on.
Unless the fiction tells us otherwise, we therefore
ground our analysis in the reality we know best:
Reality.
This is true of any work of fiction.
Suppose we’re reading a novel. Were following
a story: we want to be able to think about why
things have happened and what that means for
what will happen. This requires us to have an
operational model of the fictional world. Without
one, we cant establish hypotheses or make
inferences. In the 2010 TV series Sherlock, Watson’s
change of wound-location is revealed to be
psychosomatic as a result of post-traumatic stress
(he was in the army), thus placing it nicely within
the fiction. As a result, the next time we saw
something seemingly at odds with the fiction in
that show, we could feel more confident that
thered be an in-fiction explanation rather than an
out-of-fiction one.
This raises once more the issue of trust. When
you have a good game designer, or a good novelist,
or a good director, you can trust that what
happens happens because it fits the fiction. If the
enemy doesnt advance its forces, that’s because
it’s waiting for support from its allies; it’s not
because of bad AI. If a boy hugs himself while being
asked questions, hes afraid; its not just a bit of
How to Be a God
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acting business to slow down the pacing. If the
grandmother starts to lose weight, its because
shes developing a terminal illness; it’s not because
the actress has changed her personal trainer.
In the early days of virtual world development,
we called this concept realisticness. A better word
would be verisimilitude, but realisticness was
preferred because it tended to be used in the
negative: concepts were said to be unrealistic if
what happened didnt match the players
understand of what “should happen. If you drop a
hedgehog off a tall cliff, the hedgehog should die.
Your character dies when you fall off that cliff: so
should the hedgehog. The hedgehog doesnt die,
though. Thats unrealistic.
If the hedgehog had previously been flagged as
being magical, OK, well you might feel able to cut it
some slack. If it appears to be just a regular
hedgehog, though? Well, in a game that you deem
you can trust, the reason it doesnt die is perhaps
that it really is magical despite looking ordinary, so
its survival gives you information about the
creature that you didnt previously have and which
you can later perhaps exploit. You would feel
justified in exploring this possibility, and so be
somewhat disappointed if you discovered that it is
indeed just a nothing-special hedgehog that ought
to die when tossed from a clifftop but doesnt
37
.
37
This example comes from MUD2. Spoiler: it is indeed no
ordinary hedgehog.
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You can also get unrealisticness when the
fiction doesnt hold. Ive just melted a hole through
a castle wall with this wand: why cant I use it to
negotiate the insurmountable waist-high fence in
front of me? Yes, I know that in Reality I can’t do
much damage to a fence using a stick, but this one
can melt holes in walls so it ought to be able to
remove a less substantial obstacle with ease.
Unrealisticness can sometimes be encountered
when the fiction is missing an aspect that ought to
be there but isn’t. This is usually harder to spot.
For example, did you notice that there’s something
not present in The Lord of the Rings (Tolkien, 1954)
that ought to be there if the peoples of Middle
Earth had developed in the same way that every
society ever in human history has developed? It’s
quite interesting to examine (although I shan’t be
doing so myself
38
) why “there is no religion at all in
The Lord of the Rings no temples, shrines, priests,
prayers, amulets, scriptures, ikons, idols nothing!
(Carter, 1973). Not having religion in Middle Earth
is unrealistic.
When something is unrealistic, then, it means
theres an inconsistency. Either the fiction has
failed, or the non-fiction has failed and the fiction
can’t cover the failure. In both cases its bad fiction,
and this is why people dont like it: their model of
the made-up world is being broken for no good
38
If you want to examine it, letter 131 from (Carpenter, 1981)
is a good place to start.
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reason and their theories about what might
happen next are now worthless
39
.
As a non-game example, consider the TV series
Game of Thrones
40
. Very few of the named
characters in this show wear headgear. They can
be in a land of permafrost with icy winds blasting
down sheets of snow on them, but they don’t put
on hats. They can be in the baking heat of a desert,
yet not shade their scalps. They can be in the
middle of a battle, but won’t sport a helmet. Their
other clothes will be eminently appropriate furs,
silks, armour and have carefully-considered
detailing, but their heads will nevertheless be bare.
Crowns, tiaras and maybe a hood are the most
you’re likely to see.
This affectation was noted by fans of the show,
some of whom commented that it wasn’t realistic.
Other characters wore sensible headgear, but very
few of the main ones did.
Well, fire-breathing dragons aren’t realistic
either, and they’re a big feature of Game of Thrones.
The same fans who griped about the lack of hats
were not at all fazed by the presence of dragons.
Why was this?
39
To be able to live a moment in an imagined world, we
must see the laws of its existence obeyed. Those broken, we
fall out of it.(MacDonald, 1893).
40
I suppose I should put a spoiler warning here, but really, if
you haven’t seen the series by now then the chances are
you’re not going to do so any time soon.
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The answer is that the fiction explains the
dragons but its silent on the subject of inadvisable
headwear preferences.
There are several reasonable explanations that
could have been provided to satisfy the fans,
including: not wearing hats is a sign of rank;
gosh, we hadn’t noticed that, thanks, we’ll put
them in hats from now on”; and “yes, they should
be wearing hats but then you’d complain you
couldn’t tell who the main characters were
41
. It
would not, however, be reasonable to respond why
are you saying that hat-wearing is unrealistic
when there are dragons in the world?. This is
because we know the answer: the dragons are
covered by the fiction, but the lack of headwear
doesnt seem to be. If the fiction had addressed the
issue, the lack of headwear wouldn’t have been
perceived as unrealistic.
This point is important, because (as I said) its
all about trust. Also in the Game of Thrones TV
series, there’s a sequence in season 7, episode 6
(Beyond the Wall
42
), in which the character Jon
Snow falls into water through broken ice and is
41
This is (a paraphrase of) the actual reason, as furnished by
the actor Kit Harington: he asked to wear a hat while filming
in Iceland but was told that sensible headwear made it too
difficult to differentiate between people’s faces in that
environment (Vineyard, 2017).
42
No, I’m not the Game of Thrones nerd you’re looking for
my wife.
How to Be a God
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utterly drenched through, yet he drags himself out
into the polar conditions without any ill effects.
Realistically, Jon should have hypothermia, yet
he doesnt. OK, so why doesnt he? Well, if I can
trust the fiction, its telling me something. Maybe
his sword is magically protecting him? Maybe he
has an innate ability to resist cold that mirrors the
one Daenerys Targaryen has to resist heat? Maybe
something as-yet-unknown warmed the water? All
these hypotheses have interesting implications.
However, if the reason he doesnt suffer is that he’s
wearing plot armour, frankly that isn’t good
enough. It’s effectively saying “dont worry your
pretty head about it, audience dear, just accept it
like you accept the dragons”. The point is, if we did
accept it like we accept the dragons then his
survival should mean something special: the
dragons are something special.
Realisticness matters.
Because of all this, when we look at Reality as if
it were the sub-reality of another reality, we can
therefore be fairly sure that if a personal god were
involved in Realitys creation, the vast majority of
what we experience of the physical world of Reality
would correspond to the physical world of the
gods higher reality that is, it would seem
realistic to a being of that higher reality. It
wouldnt necessarily have to be as detailed, in the
same way that virtual worlds implement Reality
more in the abstract than in the concrete, but we
could expect it to be close.
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This raises a question of potentially great
significance.
When designers design virtual worlds, they
design them to map onto Reality in most respects.
However, they will gloss over some things that are
deemed to be inconveniences (few insist that your
character uses the lavatory
43
) and they will add key
elements of difference that they regard as
beneficial (say, magic works). The rest of the
virtual world is as it is in Reality, but the changes
make it more attractive than Reality; if they didn’t,
people wouldn’t care to play
44
. A similar thing can
be said of books and movies, of course, and the
trade-off between keeping it real while making it
playable is the longest-standing issue in simulation
games (Jackson, 1991). Virtual worlds are more
than books, movies or simulation games, though:
they’re realities.
Reality is also a reality.
If we apply this design logic from the
perspective of a higher reality one that is to
Reality as Reality is to virtual worlds then it
would seem that this higher reality is likely to have
details that didn’t make it to Reality because they
are an annoyance. Furthermore, new things will
43
Strictly speaking, the lavatory is a convenience.
44
Recall that Roy Trubshaw and I made MUD with the
specific intention that it would be an improvement on
Reality. To an extent, we succeeded: many people do indeed
play virtual worlds because they find them a more attractive
proposition than they do Reality (Castronova, 2005).
How to Be a God
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have been added to Reality that the higher reality
doesn’t have, in order to make Reality more
attractive than that higher reality.
In other words, the higher reality is worse than
Reality!
If you don’t think much of Reality, then, you’re
unlikely to discover that any higher reality is an
improvement on it. Such a reality would be similar
to Reality, except that Reality has had the sucky
bits taken out.
We’re part of Reality, though. Have we had the
sucky bits taken out of us, too? What must the
people of a higher reality be like if we’re nicer than
they are?
Suppose there is a reality above Reality: is it a
heaven or is it a hell?
Physics and Causality
Realities aren’t merely world descriptions (those
are states); they also incorporate implemented,
physical rules that transform one state into
another. For a virtual world to be persuasive, not
only must its states appear realistic, but so must
its rules. Players can be jarred out of immersion
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just as much by something that behaves oddly as
by something that looks odd.
There is a caveat to this. Although thus far I’ve
been discussing Reality as being the fall-back
reference world (Juul, 2021), it could just be the last
of a series of fall-back positions. This is because
immersion is all about expectations.
Suppose a player character were to drop a ball
on the ground. What would the player expect to
happen? Well, for most players with some
experience of modern MMOs, the answer is that
they would expect the ball to disappear, destroyed.
They might expect to be asked to confirm that they
actually want to destroy it, but they won’t expect it
to do what Reality says it would do (that is, bounce
and roll until it finds a resting place).
The reason for this is that these players have
played enough MMOs to have changed their idea of
what the default behaviour should be. They expect
this MMO to behave like the previous MMOs they
have played, rather than like Reality. It’s not
difficult for them to discard this new default: if the
first ball they dropped did bounce and roll then
they’d certainly notice and lose immersion for a
moment or two, but they’d be able to readjust to
the new, closer-to-Reality default without
difficulty. Nevertheless, in the absence of evidence
they will expect a trope rather than a faithful
simulation of Reality’s physics (Bartle, 2011).
I did say that created realities may omit or
simplify aspects of the reality in which they are
How to Be a God
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being created; this disappearing ball would be an
example of that
45
.
Some things simply can’t be changed, though,
no matter what you do. Primary among these is
the notion of causality.
Events happen because of antecedents;
conditions give rise to effects. The physical rules
that govern these transformations are subject to
godly alteration, but the principle that such rules
must exist in the first place is not. A world with no
causality is going to be static in one of two senses
of the word: either unchanging, like a movie of a
photograph; or random noise, like an untuned
analogue TV. You could visit such a reality from a
higher reality, but not make changes to it it has
no rules of change. You’d have to cheat with your
interface even then, because the air of the world (if
it had air) wouldn’t move out of the way when your
character moved, and the light of the world (if it
had light) would not be streaming onto your
character’s equivalent of retinas.
These rules about what rules must exist also
apply to supernatural rules. The physics of the
supernatural may be different to the physics of the
45
In case you’re wondering, the reason that the ball
disappears is threefold: to stop the virtual world (and
specifically its database) becoming cluttered with rubbish; to
stop people from undetectably exchanging virtual goods for
real money; to stop people using artistically-arranged lines of
objects to draw a penis.
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natural, but supernatural rules are still rules that
have causal effects.
From the perspective of an inhabitant of a
reality (as opposed to a visitor from a different
reality), supernatural physics has discernible
effects but either no discernible cause or no
discernible connection between the cause and the
effect. A rabbit popping into existence out of
nowhere would be an example of the former; a
rabbit popping into existence out of nowhere when
I waved my magic wand would be an example of
the latter. Rabbits simply shouldn’t appear out of
nowhere under the everyday laws of physics.
If supernatural laws apply in general then
they’re not supernatural, they’re natural. They
have to apply only under certain conditions to
qualify as being supernatural. Traditionally, they
have been tied to particular objects (such as crystal
balls), places (such as fairy rings), beings (such as
ghosts) or times (such as Hallowe’en
46
).
Things can, of course, appear to be supernatural
without actually being so. For example, our
theories concerning the physics of Reality don’t
currently suppose faster-than-light travel to be
possible. If, therefore, we were to find evidence of
faster-than-light travel, we could surmise that one
of the following statements must be true:
46
This is how I was taught to spell it in the 1960s, and I’m not
about to bow to peer pressure to spell it any differently now.
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The evidence is flawed in some way, and
faster-than-light travel has not been
demonstrated.
Our theories are wrong, and we need to
rewrite them to accommodate this newly-
observed and reproducible phenomenon.
Our theories are right in general, but don’t
apply to this particular object, place, being,
time or whatever.
Our theories are (or at least were) right, but
a god changed the physics of Reality.
Of these, the first two are natural explanations
and the second two are supernatural explanations.
The notion of causality leads to the notion of
time. Alarmingly, both causality and time can work
backwards as well as forwards: is the ball rolling
because I struck it with a cue stick, or am I striking
it with a cue stick because it was rolling?
47
If this seems weird, consider that people reason
about cause and effect in both directions as a
matter of course.I’m going to the charity shop
later this morning to drop off some old books. The
charity shop is ten kilometres away, so to get there
I need to drive. To drive, I need my car keys. Oh
47
This is one way of explaining a correct premonition in a
non-deterministic reality: you’re accessing an event that has
already happened. A second way suggests that you recognise
how the future will pan out from patterns you’ve observed
subconsciously. A third way has an ordering body (a god, say)
acting as guarantor of fate. A fourth way is that you make a
lucky guess.
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dear. My car keys are in the pocket of my black
jeans. My black jeans are in the basket where we
put clothes waiting to be washed. So are lots of
other clothing items. These items are on top of my
black jeans. So yes, the reason I am removing my
wife’s underwear from the clothes basket is that
I’m taking some books to the charity shop later
this morning. Why are you looking at me like
that?”.
In Artificial Intelligence research, the form of
reasoning illustrated above is called backward
chaining. It’s preferred in cases when it’s easier to
figure out what you need to do to achieve some
goal than it is to figure out what you can do and
whether doing that will lead to the goal’s being
achieved (which is forward chaining).
Causality can be represented as pairs of
statements called production rules. One statement
in each pair is the rule’s precondition (“if this is true
about the world …”) and the other is its effect (“
then this becomes true about the world”). As for
which is which, well that’s for the designer to
decide. Almost invariably, though, for
implementing a virtual world the rules will be
constructed to match what we in Reality think of
as forward in time. That isn’t to say they can’t be
reasoned about in both directions by an NPC’s
artificial intelligence to plan how to do something,
but even then the NPC wouldn’t itself know which
way the causal chain was actually running, just
how it appeared to be running.
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If someone from a higher reality were to visit
Reality, Reality would have to run causality in the
same direction as in the higher reality for it to
make sense to the visitor. However, if there is no
higher reality, or no-one from it ever comes to see
us, then everything could be running backwards:
what we think of as our memories are actually our
unavoidable destiny, completely determined by
how the world is at this moment.
It’s also possible that the direction of the causal
rules sometimes flips and we’re stuck bouncing
between two potentially fixed points in (what we
perceive of as) time. That would be a bit of a let-
down with regards to free will, but on the bright
side at least we’d never know it.
Having said all this, I shall nevertheless assume
that causality works in the direction that we
perceive as forward in time: events in the present
cause effects in the future, not the past. It’s just
going to be so much simpler if I don’t have to
qualify every sentence with a mention that we
could have it backwards.
To a virtual world designer, connecting
causality to time (or time to causality) immediately
raises a number of questions with regard to
implementation. One of these stands out for the
way in which it captures the core issues clearly and
simply: could we have time travel in a virtual
world?
In its most basic sense, yes, we most certainly
could because it’s the default inherited from
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Reality: even if I do nothing, I’m travelling through
time (at a speed of one hour per hour). When
people normally think of “time travel”, though,
they mean travel either backwards, or forwards at
a rate in excess of that expected when considered
from the perspective of an external observer. It’s
also usually discontinuous (you disappear at one
time and reappear at another) rather than
continuous (you remain in situ while time-
travelling).
Travelling into a reality’s past plays merry hell
with its present, because the present is dependent
on the past (through that reality’s causal rules).
The easiest way to implement it is to fork a copy of
the reality at the point in the past when someone
arrives in it from the present, then let it continue
from there independently. If you want to allow
people who travel into the past to come back to the
present, you can either return them to a save of the
original reality at the point when they left it
(perhaps discarding the forked copy), or you can
run the forked copy until it reaches the
appropriate timestamp then drop them in. In the
former, no actions taken in the past will have had
any effect on the present except those that
modified the time-traveller directly; in the latter,
the present relative to the time-traveller will have
been changed by actions taken in the past.
Travelling to the future is much easier, because
you simply wait until the reality reaches the
appointed time and then materialise the time-
How to Be a God
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traveller there and then. If you want the traveller
to be able to return to the present, you need to save
it at the initial point when the travelling took place,
but other than that you needn’t worry.
As a designer, you’re limited in whom you can
allow to travel in time. In a virtual world with no
players
48
, you can allow all NPCs to engage in time
travel if you want; yes, the more it happens, the
more resources you’ll need and the more copies of
the reality you’ll end up running, but I’m sure you
can afford that. If your virtual world has only one
player then you can’t allow NPCs to travel through
time but you can allow your player character to do
so. However, if you have more than one player then
you can’t let anyone time-travel except to possible
futures and irrelevant pasts. Special case: you can
have all PCs travel at once (as, for example, when
restoring a back-up following a disastrous patch).
The reason for this is that virtual worlds are
real-time with respect to players. You have no
control over the way time works in Reality, so you
have no control over how it works for players in
the virtual world. If I go a week into the virtual
world’s past, make an alteration then return to its
new present, the effects of that alteration would
have to ripple through to create this new present
(if what I did is to be meaningful). Should there just
48
This is a thing: they’re called zero-player games (Björk &
Juul, 2012). Conway’s game of Life is an example of a zero-
player game.
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be me playing, well that’s fine: I’d make the change,
wait as the virtual world ran for a week (which,
because it can be decoupled from real-time for this
exercise, could take far less than a week relative to
me) then I’d reappear in the now-modified present
and see how my modification worked out.
However, if you played yesterday then the forward
propagation can’t happen: your actions yesterday
wouldn’t necessarily have been the same in the
light of my alteration; come to that, they might not
have even been possible. Making you (and everyone
else who played in the past week) replay it for my
benefit isn’t a solution because you may well
decline to co-operate
49
.
The upshot of this analysis for you as an NPC of
Reality is that if you want both to go back in time
to change the past and to return to the (now
changed) present once you’ve done it, you’re
restricted. You can’t go back in time beyond the
point at which a player last interacted with Reality,
and if there are players currently in Reality then
you can’t go back in time at all while retaining any
memory of the present
50
.
When it comes to the detail of how time is
implemented, there’s a major difference between
Reality and the virtual worlds we create. In Reality,
49
Especially if you died this morning.
50
You and every other NPC could go back in time if there
were a system reboot from a saved state, but you wouldn’t
know this had happened unless perhaps it was only partial.
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304
time is (or at least gives a good impression of
being) continuous. In virtual worlds, it’s discrete. By
“continuous”, I mean that any two points of time
have an infinite number of points between them;
by “discrete”, I mean that any two points have a
finite (possibly zero) number of points between
them. It’s like the difference between integers
(discrete) and reals (continuous) in mathematics.
When time is discrete, points in time
correspond to indivisible ticks. Each tick, the
underlying physical system looks at the tasks it
has to do, does them, then exits so the next tick can
take its turn. For example, in terms of Conway’s
game of Life, each generation represents a point in
time; the transformation of one generation to the
next is a tick. It’s a bit more complicated when you
take parallel processing into account, but that’s
basically the story.
In Life, it doesn’t matter how long a tick takes to
compute: when one tick ends the next one starts
straight away. However, in most computer games
(virtual worlds included), ticks have to follow a
real-time clock so that players perceive time as
passing evenly.
NPCs don’t know this, because they have no
access to Reality’s time. Their own time is made up
of ticks, which they experience as being seamlessly
continuous because they can’t see the inter-tick
gaps those only show from Reality. That said, if
the NPCs were sophisticated enough then they
Chapter 5 Immersion
305
could perhaps perform experiments to find out
whether or not there were gaps.
Hey, just a moment! We’re sophisticated! We
perceive Reality to be continuous! Maybe it’s
actually discrete, though? Perhaps, if we look
closely enough, we’ll find evidence that time can’t
be subdivided beyond a certain amount that it’s
somehow atomic?
Well, unless a major scientific breakthrough
occurs between my writing this and your reading
it, none of the features you might expect to see if
time (or space-time) in Reality was discrete have
been observed. For example, light travelling over
vast distances could be cumulatively distorted by
discrete time, but astronomers haven’t detected
this.
If experiments were to show that time in
Reality is discrete rather than continuous, expect
headlines proclaiming that we live in a digital
simulation. This would indeed be a possible
inference, but time’s being digital wouldn’t alone
imply that Reality is a computer simulation
51
51
Also, even if evidence of digital time is detected, it could
merely be the result of a resolution limit for foamy quantum
interactions that gives the appearance of time’s being
discrete but no, actually it’s continuous. There’s also the
problem that Reality has uncertainty at the functional level
which no algorithm can ever capture (Ringel & Kovrizhin,
2017). This is irrelevant to virtual worlds, but I spent half a
day reading up on it and am not about to let such effort go to
waste without at least granting it a footnote.
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306
(although its being continuous would imply it’s not
a computer simulation, or at least not a simulation
on a digital computer).
The reason I’ve spent this number of words
discussing how time is implemented in virtual
worlds and how it looks as if it’s implemented in
Reality is that there does appear to be a difference
between them that’s of some consequence. Time in
virtual worlds is definitely discrete; time in Reality
is probably continuous (but could yet be discrete).
As I hinted at the end of the paragraph-before-
last, we can actually make computers that use
continuous time. Analogue computers are just
such devices, and although it’s not obvious how
we’d implement a reality using one, that doesn’t
mean it’s impossible. Another approach would be
to use asynchronous logic circuits, which while
they are digital in terms of data are not in terms of
time (that is, they obey no system clock)
52
. The
main issue would be one of keying: if we wished to
visit a virtual world with continuous time then
that reality’s time would also equate to the time of
Reality, so would have to feel neither too fast nor
too slow to visitors from Reality.
The point is, though, that for a reality to have
continuous time there is a requirement that the
reality in which it is implemented also has
continuous time. If Reality has continuous time
52
Quantum computers are yet another example, but they’re
done after only one tick.
Chapter 5 Immersion
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then so must any and all the realities above it.
Furthermore, whatever realities the NPCs of our
virtual worlds may create in the distant future,
theyll perforce use discrete time rather than
continuous time because we used discrete time to
actualise their host reality. The NPCs may not be
aware that their reality is using discrete time, but
in theory they could perform experiments that
would eventually reveal the truth.
How a god chooses to implement a reality
therefore has implications for all the realities
consequent on that reality. Chains of causality
continue through chains of realities.
There’s one more observation we can make
about this, though, which is something of a
bombshell. See, while it’s obvious that what
happens in Reality can have a colossal effect on a
virtual world, it’s less obvious that the connection
runs both ways: what happens in a virtual world
can indeed will have an effect in Reality. Sure,
it won’t be great, but at the very least some bits in
a computer’s memory will be flipped. Virtual
worlds can do nothing to Reality, but they can’t
avoid doing something in Reality. Thus, because all
realities consequent on Reality are ultimately
implemented in Reality, Reality itself is therefore
changed (measurably if not always perceptibly) by
the goings-on in its sub-realities.
The same can be said in turn of any reality of
which Reality is a sub-reality.
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Put more concisely, your every action on Earth
changes Heaven.
That’s if there is a reality higher than Reality, of
course, but if we accept there is then the fact that
it can be changed means that it isn’t perfect unless
Reality is also perfect or unless changeability is
part of what it means to be perfect.
With that, we reach the end of Part 2 of this
book.
We've looked at the different ways of creating
realities and noticed how an understanding of
virtual worlds can modestly help clarify some
points of theology. We've considered what it means
to exist in a reality and formalised the different
ways that individuals can visit realities. We've
examined why sub-realities resemble those they
are consequent upon, and why everything in
them including their NPCs reflects aspects of
the reality of their designer.
In so doing, we’ve arrived at a turning point.
The preceding pages have been devoted to
thinking about what our knowledge of virtual
worlds in particular can tell us about the creation
of realities in general. They’ve said very little about
what actually comes with the creation of a reality.
Gods, you see, may turn out to have some
responsibilities.
309
Part 3
Realities as
Realities
How to Be a God
310
Chapter 6
SAPIENCE
Thus far, although I’ve occasionally referred to the
NPCs of our virtual worlds as if they were
intelligent, I’ve always diligently pointed out
1
that
of course they’re not.
Well, they’re not yet, anyway.
Obviously, the reason I’d ultimately want to do
this is so that I can equate the situation of NPCs in
sub-realities looked at from Reality with the
situation of us in Reality looked at from Reality’s
super-reality
2
. How we as gods treat NPCs tells us
something about how any gods of Reality might
treat us. Indeed, if we’re being observed, it might
inform those gods how they should treat us.
As an analogy, if a manager mistreats their
subordinates, they can hardly complain when they
in turn are mistreated by their own manager. Then
again, if they treat their subordinates leniently,
1
Well, always diligently meant to point out.
2
I’m assuming here that Reality has exactly one immediate
super-reality, but (as we’ll see in Chapter 7) that’s not
necessarily the case.
Chapter 6 Sapience
311
their own manager could regard this as a sign of
weakness. It rather depends on the manager
3
.
We have now reached the stage where we can
start to think seriously about the conduct of gods.
Mobiles
Strictly speaking, NPCs are those characters in a
virtual world who (at least in theory can) share all
the features and abilities of player characters
except one: they’re not controlled by a player. In
general, player characters will actually have
abilities superior to those of NPCs, but this is a
design decision rather than an essential difference;
only the manner in which a character is controlled
is a necessary distinction.
Typically, NPCs will at least look similar to
player characters, and be relatively safe from
attack except as part of a set piece. Many will be
there simply to make the place look busy or to
guard something, but most will have been created
to act as an interface with a service (buying and
selling, dispensing quests, training, changing
player-characters’ looks, repairing items, giving
directions that kind of thing).
3
I went with a business analogy here, but only because if I’d
gone with feudalism I’d have had to use the word “lord” a lot
and sounded unnecessarily Biblical.
How to Be a God
312
Some of the activities NPCs can do, player
characters can’t do; this is rarely the problem it
might be, because most players don’t want to do
those particular activities anyway. After standing
behind a counter in a shop all day in Reality, you
perhaps wouldn’t want to come home and log into
a virtual world to do the exact same thing but for
fun. NPCs with a narrative purpose may have
abilities player characters don’t that players wish
they did, but such characters are isolated one-offs
in a sea of mundanity.
Although not a formal requirement, it’s almost
invariably the case that NPCs are unable to
distinguish between themselves and player
characters. Indeed, in general they don’t even have
the concept of “player characters”. In other words,
if an NPC encounters a being that looks like them,
they’ll treat it as if it were another NPC regardless
of whether it really is or not.
So, NPCs think (inasmuch as they think at all)
that player characters are also NPCs. NPCs are not
the only kind of denizen of virtual worlds, though:
there are also monsters. Monsters do not usually
look or behave like player characters, and NPCs
know them to be different. Almost without
exception, monsters have but one purpose: to be
killed in combat. Yes, that giant bear may be a
loving father who is only out in the forest looking
for his young daughter’s lost elk-horn flute, but
you don’t care: he’s worth experience points dead,
so dead he shall shortly be.
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313
The umbrella term used to describe both NPCs
and monsters is mobiles, which is short for “mobile
objects”
4
. Nowadays, the word is unfailingly
abbreviated to mobs, in which context it almost
always means monsters and those NPCs who are
also fulfilling a please-kill-me role. A mob is
therefore an individual creature, not the group of
creatures that a non-MMO use of the word might
indicate. You could have a mob of mobs.
I should perhaps mention that despite their
being called “mobiles”, mobiles don’t have to be
mobile. Should you wish, you could endow some
form of thinking capacity to an object with no
inherent powers of locomotion, such as a rock or a
cave or a mirror, mirror, on the wall. A tree spirit
would count as a mobile even though it’s
essentially immobile
5
.
Mobs created to be fought in orchestrated
circumstances, such as instances, can be further
subdivided into bosses (high-powered, treasure-
laden single mobs with bespoke, often scripted
4
I can say this with some authority because I came up with
the term for MUD1. I was in urgent need of a designation for
objects that had a move (that is, a turn to do something); I
figured that these entities behaved in ways that looked
intelligent but were constrained a bit like those hanging
ornaments called “mobiles” – so that’s what I called them. It
never occurred to me that the term would actually stick.
5
Given how sensationally boring such a life must be, there’s
little wonder that tree spirits always seem to be at least a
little bit weird.
How to Be a God
314
abilities) and trash (mobs with nothing worth
having that you kill on the way to the next boss). In
instances containing more than one mob, the boss
always comes after the trash except when there
are consecutive bosses; if you encounter trash after
a boss, it’s because there are more links in this
chain and you’ve now started on the next one. The
end-of-chain boss (or end boss) is always a proper
boss and is never followed by trash; whether a mid-
chain scripted mob (or one of a group of boss
mobs) is respected as a boss in its own right or
dismissed as a mini-boss depends on how much of a
fight it puts up. Figure 8 shows this graphically.
The huge physical power differential that exists
between bosses and trash (including adds, which
are trash that hang around with the boss) is not
evident between human beings in Reality.
Therefore, if we’ve been specifically created in
order to be destroyed then either we’re all bosses
Entrance
boss
trash
end boss
Exit
Figure 8 Trash and Bosses.
Chapter 6 Sapience
315
or we’re all trash. Either way, the rather more
challenging end boss is yet to appear.
In today’s MMOs, none of these mobs are
remotely intelligent. They don’t learn player
strategies, they don’t adapt, they don’t play tricks,
they don’t anticipate your actions, they don’t try to
parley. They’re basically invariant machines. If you
have enough firepower and can counter their
special abilities, you’re going to win: it’s simply a
case of remembering what they typically do and
then trying to mitigate it. For example, it might be
that when the boss shoots out an orange ray at
you, you are about to produce fire beneath your
feet and, unless you keep on the move until the
effect wears off, you’ll shortly be toast
6
. It’s as if
you’re learning to dance with an experienced
partner: you don’t want them to change their step
pattern, because if they do then you’ll have to learn
your own moves all over again
7
.
OK, so let’s suppose that mobs were more
intelligent: what would happen?
Well, it would depend on how much more
intelligent they were. In the 1990s, I put some basic
6
Yes, Iscariot from Secret World Legends, I am indeed calling
you out. You may be only a mini-boss, but that attack should
nevertheless be telegraphed more clearly.
7
I chose this rather clunky simile because players actually
call the series of actions they have to perform to beat a
complicated boss the dance for that boss.
How to Be a God
316
artificial intelligence
8
into some of the mobs in
MUD2 and swiftly had to dumb it down because
the majority of players were now getting thrashed
by said mobs.
At least those MUD2 players could have picked
up some tips from the mobs, though. When the
mobs pick up tips from you instead, it can change
the essence of the game. If they were actually to
learn from your actions, your best strategy would
be to play sub-optimally in order to train them to
expect only sub-optimal behaviour so that when
you really did want to win, you could pull out your
optimal strategy and defeat them. You’d no longer
be playing a game if you did this, though: you’d be
playing the artificial intelligence behind the game.
Once you’d figured out how it worked, you’d be
back to dancing again (just more tiresomely).
That said, most players do like playing
alongside other players, most of whom are actually
capable of both thinking and learning. If mobs
could be made smarter without turning them into
relentless killing machines or data-driven
clairvoyants, there’s a fair chance that the player
experience would actually improve.
So, how might we make mobs smarter, then?
I realise it’s bad form to ask a rhetorical
question and then not answer it, but if I could
8
I did my PhD in AI specifically because I wanted to create
intelligent mobs in MUD.
Chapter 6 Sapience
317
answer it I’d be up for a Nobel Prize
9
. So, let’s
suppose that it’s 50 years from now and we have
developed artificial intelligence to a level
comparable with that of human intelligence.
What’s that? 50 years isn’t enough? Take 500.
Take 5,000. Take 5,000,000. Take 5,000,000,000.
Take as long as you like we have the rest of
eternity to do it. You want planet-sized computers:
you can have planet-sized computers. You just
have to wait long enough.
If you don’t think we’ll ever do it, you can skip
the rest of this chapter and scoff at much of the
rest of the book, too. Given that the heat death of
the universe is at least 10
100
years away
10
, though,
it’s not unreasonable to suppose that even if we
never create human-level intelligence ourselves,
there’s plenty of time left for a species to evolve
which will.
There is precedent for this. Gods have long been
able to create intelligent, human-like machines in
Reality. For example, Hephaestus
11
did it as
reported in Book XVIII of Homer’s Iliad:
9
For the AI work. There’s no Nobel Prize for game design.
10
That’s a googol years, and is roughly the time it takes for a
supermassive black hole to decay and so cease to provide
entropy.
11
The Romans called him Vulcan.
How to Be a God
318
There were golden handmaids also who worked
for him, and were like real young women, with
sense and reason, voice also and strength, and
all the learning of the immortals
(Butler, 1898)
12
13
Let’s suppose, then, for the remainder of what I
shall be discussing here, that we do have
artificially-intelligent NPCs (or mobs, but I’ll stick
with NPCs for clarity) in our virtual world.
The first question we need to answer is: where
is this intelligence situated?
Ah, now this is a rhetorical question I can have a
shot at answering! Judging by what we know of
how to control NPCs at the moment, there are
basically four places where intelligence can reside.
Firstly, the intelligence of the NPC can be
embedded in the world of the NPC as part of the
general physical make-up of that world. It emerges
from the same interactions using the same rules of
12
OK, so I also looked at translations by Pope, Cowper,
Buckley, Chapman and Edward, Earl of Derby, but went with
this one because Butler also created a paracosm, Erewhon
(Butler, 1872); we paracosmologists should stick together.
The fact that his translation best supports my argument is
pure coincidence.
13
Oh very well, if you prefer a more modern translation then
try this from (Johnston, 2010): “At once he was helped along
by female servants made of gold, who moved to him. They
look like living servant girls, possessing minds, hearts with
intelligence, vocal chords, and strength. They learned to work
from the immortal gods.”.
Chapter 6 Sapience
319
physics that govern everything in that world. This
is how science suggests human intelligence
operates in Reality
14
. Put simply: actions are
bounded by physics; thinking is an action;
therefore, it makes sense to bound thinking by the
same physics as everything else.
Secondly, intelligence could be embedded in the
NPC’s world as a special, object-centred property
endowed only upon individuals of a certain class
(such as humanoids). This is how Prometheus did it
for the Ancient Greeks; it would be the natural way
to approach implementing intelligence if you
wanted a hard, mind-body duality. The mind still
has physics, but it’s a physics of the mind, which is
an adjunct to the physics of the rest of the reality.
This makes consciousness a supernatural
phenomenon, rather than the natural phenomenon
it is in the first method I described.
Thirdly, the intelligence of NPCs could be
implemented as detached from the world of the
NPC. This kind of intelligence would subsist in its
own pocket reality, running on different
computers and using a connection with the NPC’s
body as a conduit to interact with the NPC’s
reality. Each unit of intelligence would be linked to
14
One of the early objections to the feasibility of creating an
artificial intelligence was that a mind is limited without a
body (Dreyfus, 1972). If true, this suggests that should
humanity succeed in creating an artificially-intelligent being,
a virtual world where a mind can have a body may be
where it first happens.
How to Be a God
320
its own particular in-world body, but the link
would not be intrinsic to the implementation
(whereas in the first two methods it would be).
This means that the link can be cut without
destroying the intelligence in the process.
Adopting such an approach therefore opens up the
possibility of reincarnation
15
, because when the
NPC’s body dies its intelligence can persist. In
human terms, intelligence is not merely something
you have as a result of the way the neurones in
your brain (or thoughts in your mind) are
arranged, but something with a distinct existence
of its own.
Fourthly, the intelligence of the NPC can be
implemented in a system entirely separate from
that of the world of the NPC and possibly at odds
with it. For virtual worlds, programs exist called
bots which log in as if they were human players.
They use the same interface that players do, and so
by definition have exactly the same powers in the
virtual world as player characters do, no more, no
less. They run on independent machines, so could
reincarnate as a new character should the
character they’re controlling be annihilated;
furthermore, they can select from a suite of
characters to play at any one moment, possibly
taking over from a differently-specialised bot mid-
15
A better word would be transmigration, as reincarnation
applies specifically to souls but transmigration can apply
more generally.
Chapter 6 Sapience
321
play. In other words, one bot could possess an in-
game character being controlled by a different bot
on the same system and run it in its stead
16
.
I’ve assumed in all four of these cases that
intelligence is local to an individual, but in each of
them it’s possible for intelligence (or components
of it) to be collective: NPCs could share thoughts or
memories or even executive function with other
NPCs, if their designer so desired
17
. That being the
case, what would be the best way to achieve this
functionality if you, their designer, did indeed so
desire?
If you were intending to put this kind of group
intelligence into a reality, well you wouldn’t choose
the embedded, emergent option (that is, the first
one I listed). Any system sufficiently complex to
allow for telepathy and so on to emerge is going to
allow many other shared systems also to emerge,
some of which would undoubtedly be disastrous
(shared hearts, for example). You would, however,
choose to use this embedded, emergent form of
intelligence if you wanted all of your NPCs to be
free-thinkers whose only access to one another’s
thoughts came from observing what they did in
the shared environment.
16
Players can also do this, by pushing another player out of
their chair and taking control of their mouse and keyboard.
17
This would ruin the day of any philosopher who had made a
career of studying qualia (directly-experienced mental states
which can’t be compared interpersonally, or “how do I know
that I see green the same way you see green?”).
How to Be a God
322
You would use an object-specific way of
implementing communal intelligence (the second
method I described) if you wanted to share the
mechanism by which NPCs thought (that is, the
code that implements thinking). You’d also use it if
you wanted to allow for resurrection (in that the
mind can survive the temporary destruction of the
body it’s not the same as reincarnation) or ghosts
(for when the body is permanently destroyed but
the mind is still operating). It would be possible to
implement mind-reading abilities, but they’d be
something of a hack as you’d most likely want to
keep thoughts personal to each NPC: that way, all
NPCs could be given default knowledge of how
things are, with this information overridden when
particular NPCs have different views. Such is one
of the main advantages of using this kind of
specialised-physics approach: if the majority of
NPCs know up from down, you don’t need
individualised processing for their thoughts on the
matter you only need to do that for those who
don’t know up from down.
The problem here is that the default might be
wrong. For example, if most NPCs were to believe
that the Morning Star and the Evening Star were
different heavenly bodies, you would have to create
imaginary objects for each label to refer to, even
though (using Reality as a model) actually they
refer to the same physical object, Venus which
Chapter 6 Sapience
323
isn’t a star anyway
18
. While you could still
implement all this within the reality, you’d get
much better functionality if you moved the code
for intelligence to a separate machine so that the
NPCs’ shared views of their reality didn’t clash
with the actuality of that reality. You’d definitely
do it if you wanted reincarnation, because then
your NPCs’ collective intelligence could survive a
reboot of their reality.
The third regime I mentioned for implementing
intelligence involves moving the software of NPCs’
intelligence to separate hardware that is
sympathetic to but distinct from the software and
hardware of the virtual world. This allows aspects
of intelligence (from some to all) to be encapsulated
and saved independently of the NPC’s body. When
the body is destroyed, the encapsulated
intelligence can be linked to a new body at such
time that an appropriate one becomes available. I
hesitate to call the encapsulated intelligence a
“soul”, because your thoughts and memories aren’t
alone the sum total of who you are, but such a
bundle would certainly behave like one.
Reincarnation features in many religions, of
course, so it’s no surprise to see that it’s eminently
possible to implement it for NPCs in virtual
18
Remember Zorya, the Slavic two-gods-in-one I mentioned
back in Chapter 1? She’s both the Morning Star and the
Evening Star, and she’s also the planet Venus. That is indeed
why she’s two-gods-in-one.
How to Be a God
324
worlds. Interestingly, though, this technique also
opens the door for other possible activities that we
don’t hear about so often in Reality. Body swaps
are one example: if minds and bodies are
connected by a configurable communication
channel then it shouldn’t be too hard to switch two
connections so that mind A now controls body B
and mind B now controls body A. This kind of
thing happens regularly in fiction, but there’s no
evidence of its being a frequent occurrence in
Reality. The most we get are people giving up
temporary control of their own body so that a
disembodied spirit can speak through it (a process
known as channelling how programmer-friendly
is that?).
We can take this further. If intelligence lives in
its own reality, separate from but connected to the
reality of the body, this suggests that it might be
possible to sense and act within that reality-of-
intelligence. If it’s a shared reality, some (or all)
minds could be given access to other minds in the
same space. This is less of a mess than it would be
if you tried it with embodied minds, as it would
follow naturally from whatever physics you
implemented in the world-of-minds. Thoughts and
emotions could be read, transmitted and planted in
the reality where the intelligences were
implemented which would have effects in the
physical reality; these would appear to an observer
in that reality to depend on senses that the reality
didn’t support: extra-sensory perception might be a
Chapter 6 Sapience
325
good term for it. Note, though, that this would only
involve mind-related ESP abilities: you wouldn’t
get telekinesis or the gift of prophecy this way.
There’s another thing you can do by separating
controlling intelligences from the physical bodies
of the NPCs they control: have one intelligence
control multiple bodies simultaneously. In practice,
this actually amounts to one intelligence having a
single body that consists of multiple NPCs, in the
same way that you control your fingers as if they
were all part of you even though they have
separate motor controls
19
. In Artificial Intelligence
research (particularly that related to story-
creation), such a controlling entity is known as a
director, as it gives instructions to other entities
(long known as actors) that have the ability to make
changes to their world. You could create swarms of
co-ordinated NPCs this way; perhaps fortunately,
it’s not something that any god of Reality has
taken up as a good idea yet, except maybe with
bees.
Placing collective intelligence in bots (which
was my fourth possibility of where it could be
situated) is a whole different pan of piranhas. It
actually offers less potential functionality than the
world-of-minds approach, because it can request
no accommodation from the game world: it’s
basically a player character controlled by a
19
OK, so it helps that they are all part of you, but the analogy
still holds.
How to Be a God
326
computer rather than by a human being
20
, so
therefore isn’t really of much use for implementing
NPCs (which are, literally by definition, non-player
characters).
Although virtual world developers do
occasionally make use of bots to play their virtual
world when undertaking flood testing
21
, they don’t
use them in live games. They don’t use the world-
of-minds approach either, come to that, but if they
did want to hive their NPC controls off onto
separate computers they’d implement it that way
rather than use bots, simply because of the closer
symbiosis it affords.
Bots are used, though, and quite extensively
just not by developers. They’re deployed largely by
people who want to make money by having the
bots collect goods in the game world that their
operators can sell to players in Reality
22
. This is
almost invariably against the rules of the End-User
Licence Agreement that most commercial virtual
world developers require their players to sign: it
20
Or, in old-style text worlds, by the cat that walked across
your keyboard at just the wrong moment and got you killed.
Yeah, sure it did….
21
This involves swamping their game with friendly players so
they can gauge how confident they should be that it’ll stand
up under the weight of newbies when the general public is let
loose in it.
22
Other popular uses are to grind experience points for
characters in MMORPGs and to be ruthless instruments of
death (aimbots) in first-person shooters.
Chapter 6 Sapience
327
amounts to cheating. As a result, any accounts
being used by MMO-playing bots are likely to be
unceremoniously deleted the moment they’re
detected.
This leads to an interesting question which is
worth exploring: are there bots (or something like
them) playing Reality?
The Bots Among Us
If we were able to detect bots in Reality, this would
be strong evidence that Reality was basically a
virtual world with us as the NPCs.
Many bots created for virtual worlds have a
short life-expectancy: they log in, advertise some
product until an irritated player reports them,
whereupon they’re summarily removed by a weary
customer service representative. Because of this,
such bots are typically given randomly-generated
names. Players can therefore often tell a bot from
another player merely by noting that its name is
largely unpronounceable.
Names used by players are formal, in the sense
that they’re meaningful to the physics of the
reality the player is visiting
23
. NPCs have no
23
This maps neatly onto the philosophical concept of true
names. The true name of an object is identical to its nature,
and gives those who know it power over that object.
How to Be a God
328
automatic right of access to these names, though.
We NPCs of Reality name things ourselves we
don’t use the identifiers that Reality uses. To a
player of Reality, your system identifier could be
showing above your head as GENIUS285714, you
wouldn’t know.
To us, then, a bot would look just like a regular
player of Reality (that is, a player character);
regular player characters look just like us, so we
couldn’t tell bot-run characters apart from us
judging merely by appearance. We’d have to
deduce their nature from their behaviour, or to
accept it based on the word of a trusted source
who knew the truth (so, someone from a higher
reality a god, demigod or player character who
unfortunately might themself be a bot).
It could be argued that we have been told that
some people are bots, in that several popular
religious writings specifically identify particular
behaviours as meriting a stern response. For
example, perhaps all murderers are not NPCs like
us, but rather are player characters controlled by
bots; if a god were to encourage us to take action
against murderers then that would be like using us
as anti-bot antibodies. Sadly, this suggestion isn’t
strong enough to validate the hypothesis that bots
walk (or at least have walked) among us.
So, are there any occasions in Reality when a
god has outright said that a character is not
playing by the rules and needs to be removed from
the database? There are plenty of examples of
Chapter 6 Sapience
329
people jumping to conclusions derived from what
they think their god(s) must have said (well-
illustrated by witch trials), and there are also
examples of what look to be players or
administrators going rogue (fallen angels and the
like). Similarly, there are examples aplenty of gods
taking time to get a grip on Reality in the face of
difficult behaviour by other gods (the Ancient
Greek primal gods, Uranus and Gaia, were
overthrown by their children, the titans, who in
turn were overthrown by their children, the
Olympians, who are still in charge).
Are there examples, though, of a god who is
already in charge basically saying, “look, this
person here is out to cause trouble so I’m just
going to obliterate them”?
Unsurprisingly, yes, there are. Irritatingly,
however, we can’t easily tell whether the ensuing
acts of divine retribution were meted out on NPCs,
player characters controlled by players, or player
characters controlled by bots. They all look the
same to us. Sodom and Gomorrah could have been
populated by any group (or mix of groups) we
just don’t know. All we do know is that those
particular individuals won’t be doing whatever
they were doing again, at least in Reality.
So, if we’re to look for evidence of bots playing
Reality, we not only need to see someone
obliterated discriminately, but we also need
evidence that the reason they were obliterated was
that they were a miscreant from the same
How to Be a God
330
transcendent realm as the god and were operating
in some way mechanistically (or at least
systematically).
Well there may be some examples of this kind of
activity, but I’m not sufficiently conversant with
enough religions to be able to bring any to mind.
There are definitely examples of fairly mechanistic
behaviour by animated beings (elementals, for
example), but those don’t look like us. Some forms
of undead, such as the thralls of vampires, might be
a better bet but the vampires themselves would
rather stand out as being different.
Given, then, that we have neither seen an
identifiable removal of a bot-operated character
nor been told explicitly that some people are
automatons from a higher reality
24
, we’re left with
the option of trying to figure out whether bots are
among us based on what bots do rather than how
they are individually dealt with for doing it.
In order to deduce whether a person is a bot or
not, we’d need to know how their behaviour would
differ from that of a non-bot. This would rather
depend on its operator’s motives, to which we are
not privy, but we can be confident that they are in
opposition to the motives of Reality’s gods:
whatever bots do, it’s something that the gods of
the reality they’re doing it in don’t want them to
do, but can’t stop them from doing because that
24
I guess you could secretly have been told one-on-one, but
it’s not information that has been widely broadcast.
Chapter 6 Sapience
331
would prevent bona fide players from doing the
same thing but for legitimate reasons.
In MMOs, bots are almost always employed to
perform tasks that (at least some) players would
rather not have to do themselves. They will, for
example, move around an area in cycles attacking
mobs in order to collect the treasure they drop, the
most valuable of which will then be sold to NPCs
for in-game currency; this in turn will be sold for
real money to players who want the in-game
currency but don’t want to have to spend endless
hours killing the same mobs over and over in order
to get it.
It may be that bots in Reality would do the same
thing, in which case we probably would be able to
spot them; however, they wouldn’t do it if there
wasn’t a market in their higher reality for
whatever virtual (to them) goods their operators
were hoping to farm. Besides, the bots could be
being employed for any number of reasons that are
nothing to do with cheating. We don’t even know
that they’re not on our side, trying to save us from
the actions of wicked or capricious gods or players
by giving us information that will help us survive
a bit like automated hunt saboteurs, with us as
what’s being hunted.
Detecting bots, then, is going to be very difficult
for us unless they behave so out-of-the-ordinary
that it’s clear something weird is definitely going
on.
How to Be a God
332
I did say “very difficult for us” there, though.
Bots would not necessarily be very difficult for
gods to spot. If they did spot them, they’d zap them
and ban them. This we could detect especially as
bot-owners play a numbers game, running many
bots at the same time so that if one is caught then
there are still others out there doing whatever it is
they’ve been tasked to do. Developers may ban ten
thousand accounts at once, but if there are twenty
thousand bots out there that still leaves half of
them roaming free.
As I touched on earlier, evidence of the mere
wholesale elimination of populations tells us
nothing about possible bot activity; now, however,
we have a way of differentiating between bots (lots
of people with the same aberrant behaviour) and
players who are griefers (individuals with aberrant
behaviour). It doesn’t help us separate bots from
NPCs (who may also exhibit aberrant behaviour in
large numbers
25
), but if the suspects also
demonstrated supernatural powers that ordinary
NPCs like us don’t possess, such as apparent
telepathy, that would do it. Better still would be if
we had evidence of player characters identifying
themselves as player characters in order to escape
some awful fate intended for bots (which might
also be awful for NPCs, but they’re not paying
customers).
25
Evidence: any election.
Chapter 6 Sapience
333
So, have we seen such mass annihilations in the
past?
Historically, we’d be looking at plagues, famines
and wars. Although millions have died to each of
these, they’ve done so indiscriminately. The guilty
may well have died, but many innocents died with
them. Gods generally don’t want to kill innocents
(at least not the characters of innocent players
innocent NPCs are less of a problem), so it seems
unlikely that they’d wield their ban hammer in a
way that could count regular players among the
collateral damage.
If we consider at the actions of specific gods in
specific situations, though, we do see evidence of
what could be the removal of troublesome bots en
masse. For example, the Jewish holiday of Passover
commemorates the occasion when Yahweh freed
the Israelites from slavery by visiting ten plagues
on the Ancient Egyptians, the last of which
involved slaying the first-born son of everyone in
Egypt except for the ones whose families had
marked their house with lamb’s blood
26
. Naturally,
there are less dramatic interpretations than “so
those first-born were all bots!”, as I’m sure Jewish
theologians would be quick to point out, but if you
were searching for an occasion when players got to
flag themselves as being players before a trawl of
the database removed all the bots and a good many
26
Presumably, the ones with only daughters were spared. It’s
not recorded how Yahweh dealt with intersex first-borns.
How to Be a God
334
NPCs, well, it might look something like Yahweh’s
plague number ten.
While this is merely circumstantial evidence
that bots exist (or have existed)
27
, at least it leaves
open the possibility that bots walk (or have walked)
among us. “So where are the bots?” could not,
therefore, be used to challenge the suggestion that
Reality is a virtual world being run on hardware in
a higher reality; neither, however, could “These are
the bots!” be used to prove that it is.
Freeish Will
I’ve talked about “intelligence” as if we all know
what it is. I don’t believe this to be too outrageous
an assumption, on the grounds that we all possess
it
28
.
Dictionary definitions of intelligence usually
describe the notion in terms of what it enables: the
capacity to learn and adapt, to communicate, to
plan ahead, to use reason and logic, to apply
knowledge and skills, to understand, to be creative,
to solve problems, to imagine you get the idea.
27
Assuming, as usual, that you are not of the opinion that
plague number ten is merely a mythologised interpretation
of an historical event that has a more rational explanation.
28
Maybe not so much the people who chose earlier to skip
this chapter.
Chapter 6 Sapience
335
None of these are particularly controversial except
perhaps among those professionals whose job it is
to find them controversial (so, philosophers
29
).
Dictionary definitions are more divided over
whether self-awareness is a requirement for
intelligence. It is for human-level intelligence, but
perhaps not for herring-level intelligence. The
kinds of systems coming out of Artificial
Intelligence research at the moment may be
capable of achievements that humans consider to
be indicators of intelligence (beating the world’s
best Go player, for example), but said systems are
not self-aware.
Self-awareness is a prerequisite for sapience and
thence wisdom. As far as we know, human beings
are the only sapient creatures in Reality, which is
why we call ourselves Homo sapiens
30
. There may
be sapient beings on other planets, but if so we’ve
not encountered them yet (unless it turns out that
some of those conspiracy theorists are actually
correct
31
).
The concept of wisdom is woven into the
theology of many religions. In Christianity, for
example, wisdom is an aspect of God; humans
don’t have it to the degree God does, but can gain
wisdom through God. In Hinduism, wisdom is full
29
To be fair, philosophers find everything controversial, not
just definitions of intelligence.
30
Homo sapiens sapiens for anatomically modern humans.
31
Even so, I hope they’re wrong about the anal probes.
How to Be a God
336
self-awareness of one’s place in creation; again,
most people only have it in part, but those freed
from the cycle of life and death have it in full.
To be sapient, then, is to have some degree of
wisdom, but not necessarily as much as there is to
be had. It’s an important concept, because it
bestows upon individuals the property of
personhood. Personhood brings with it a full set of
rights; at the moment we call these “human
rights”, but if dolphins were to start demanding,
oh, freedom of conscience, we’d have to change it.
Some people argue that creatures such as
dolphins should already be considered to have
personhood. Instead of using sapience as the
qualification threshold, they go with sentience.
Sentience is the capacity to experience
subjectively; it doesn’t require the ability to reason
about that experience. Sentient beings can suffer,
and so (the argument goes) this bestows upon
them rights. Whether they’re the same rights as
those boasted by sapient beings or not is up for
debate; you might be fine with prohibitions on
torturing dolphins, but feel that giving them the
vote is a step too far.
Sentience, like sapience, features in many
religions. It plays a bigger part in some than in
others Buddhism, Hinduism and Sikhism all
extend their teachings to sentient beings, for
example, and Jainism extends it to everything else
as well (albeit in a range of degrees: rocks may be
sentient, but they’re not as sentient as humans).
Chapter 6 Sapience
337
In virtual world terms, how we treat NPCs who
have some form of intelligence therefore depends
on where we put the bar. Do we confer rights on
sentient mobs, or only sapient ones? Or are they all
just bits in a database so we don’t care anyway?
These are questions for later. For the moment,
I’m going to take the view that anything which
thinks of itself as being intelligent pretty well is
intelligent. This allows me to focus on the main
topic of this section: free will.
So, given that some time in the (perhaps
distant) future we’ll have NPCs who can think, how
much should we control how or what they think?
Earlier, I used the term “human-level
intelligence”. Although it’s possible to argue that
many creatures surpass human intelligence in
their different ways
32
, nevertheless it does seem
that in general there are quantitatively-different
levels of intelligence. Broadly speaking, cats are
smart but they’re manifestly not as smart as
humans. The thing is, when we create our NPCs,
we get to decide how smart they are. How
conscious of their environment are they? How
aware of this consciousness are they? How
conscious of their self-awareness are they? We get
to determine all these things. We get to decide
their general level of intelligence.
32
How do squirrels remember where they buried all those
nuts?!
How to Be a God
338
I’m not talking about how we initialise their
opinions here (as in, “Shall I make everyone hate
wasps? It’s for their own good”); rather, I’m
referring to how we initialise their ability to
reason. We can make them sapient but not as
clever as us; in time, we may also be able to make
them cleverer than us. Alongside this, we have the
ability to insert artificial barriers so that they can’t
think about things that we don’t want them to
think about, such as, say, crystal-clear evidence
that we’re their gods; we can also make them think
about things that we do want them to think about,
such as, say, making love not war
33
.
It’s actually quite hard to do this. As I said, self-
awareness is one of the necessary components of
sapience. If you were to stop people from thinking
about an idea, theyd notice there was something
odd and start thinking about why it seemed odd. If
you stopped them thinking that, they’d notice this
discrepancy, too, and so on. As an example,
suppose that on a whim you caused the entire
population to believe that the number four doesn’t
exist
34
. You’re a god: you can do that. The moment
anyone with ten fingers counted them and reached
eleven, though, they’d realise that something was
wrong. If you stopped that, they’d notice that
there’s this number 40 which ought to divide by
33
Or, for a combat-oriented game, making war not love.
34
This is a favourite of stage hypnotists, although they don’t
do it for the entire population.
Chapter 6 Sapience
339
ten but doesn’t. If you stopped that, they’d invent
their own number to cover all the gaps they saw.
You pretty well can’t get rid of the number four
without blotting out the concept of numeracy
which those affected would promptly re-invent.
You can certainly influence how people think in
Reality propagandists and advertisers do it all
the time but you can’t stop all of them from
thinking freely. If, despite all the evidence, some
people still believe that the Earth is flat, it’s a fair
bet that if everyone were to be taught at school
that the world is indeed flat there would still be
those who’d think hmm, maybe it’s not.
This is why free-thinking is a step change away
from merely thinking: the ability to reflect opens
up recursive doors you can’t keep closed.
Of course, you can still stop people thinking
things if you don’t mind their being aware of the
fact. This is how Asimov’s Three Laws of Robotics
35
(Asimov, 1950) handle it.
I suppose I should actually list these laws:
First Law: A robot may not injure a human
being or, through inaction, allow a human
being to come to harm.
Second Law: A robot must obey the orders
given it by human beings except where
such orders would conflict with the First
Law.
35
Nowadays, these would be his Three Laws of AI.
How to Be a God
340
Third Law: A robot must protect its own
existence as long as such protection does
not conflict with the First or Second Laws.
In this set-up, robots (or in our case, NPCs
36
) are
constrained to behave in certain ways, yes, but
they’re aware of this. It’s no secret that they can’t
injure humans (player characters), and knowing
they can’t won’t enable them to do so.
Asimov’s Laws aren’t all that wonderful except
as fodder for robot stories
37
, but they do illustrate a
point. The mind’s programmer can prevent the
mind from undertaking any actions which the
mind realises may lead to a certain proscribed
result. Thinking is a kind of action. Therefore, we
could stop people from thinking about the number
four if we didn’t mind them knowing that some
power was stopping them. Whether that would be
good for their mental health is another matter, of
course.
This isn’t the only way we could choose to
exercise the power we have over our NPCs’ minds.
We could, for example, give certain NPCs
information about what we have planned for the
future. We could do this directly, by speaking to
them in their heads, or indirectly through a
36
They could actually be both.
37
I never really saw the point of the Third Law myself, other
than to safeguard an investment.
Chapter 6 Sapience
341
mechanism involving visions or dreams
38
or what-
have-you. What they did with this information
would be up to them, but they couldn’t simply
ignore what we’d implanted. The NPCs would still
have free will, but free will dominated by an idea
which did not come freely.
As for why we might want to give NPCs this
limited form of “freeish will”, well that rather
depends on why we created them in the first place.
That’s something we’ll be looking at later, though.
There is a small ethical point worth raising
here, by the way. Suppose that once DNA
manipulation becomes commonplace in Reality,
people start messing with their own genomes to
bestow upon themselves characteristics that they
lack but desire. In doing so, however, they wouldn’t
only be changing their own characteristics
theyd also be changing those of their subsequent
descendants. This impacts on the free will of those
descendants, because they can’t wholly own who
they are: they’re the products of someone else’s
mind (Habermas, 2003).
NPCs are the products of our minds. The only
way that they can engage in the kind of retroactive
ethical self-reflection that self-understanding (and
38
In the Nyāya-Vaiśeṣika school(s) of Indian philosophy,
dreams are perceptions of the mind (Wayman, 1967) and it
can therefore be argued that they are no less real than the
perceptions of any other sensory organ.
How to Be a God
342
thence free will) requires is if we don’t actually let
them know they’re the products of our minds.
There’s (much) more on ethics in Chapter 7.
While we’re on the topic, though, you may have
noticed that I’ve been assuming thus far that
you’re fine with experimenting on NPCs. This is
not, however, something that necessarily should be
assumed. Researchers who study the players of
virtual worlds are very careful about issues of
privacy, transparency, respecting social norms and
obtaining informed consent (McKee & Porter,
2009). If our NPCs are as smart as we are,
shouldn’t we accord them the same respect that
we accord our fellow sapient beings? Should we
even allow ourselves to look into their minds, let
alone make alterations to how they think?
Unsurprisingly, this is a bridge that the social
scientists who study virtual worlds have yet to
cross.
There’s one final point I’d like to make before
moving on. It concerns intelligence.
I casually mentioned earlier that, in time, we
may be able to make NPCs more intelligent than
we are. After all, some people are cleverer than
others, so it doesn’t seem unreasonable that
artificial intelligences could be made cleverer than
any of us. Furthermore, if they are cleverer than us,
they may in turn be able to create intelligences
cleverer than they are themselves, leading to a
snowball of increasingly-super intelligences a
concept known as the singularity.
Chapter 6 Sapience
343
The NPCs we created wouldn’t have to be
super-intelligences themselves, they’d just have to
be smarter than us for this to happen. They’d be
further along the journey to super-intelligence, but
not yet there themselves.
39
Perhaps that’s us, too. We’re the NPCs of
Reality. If Reality is a sub-reality of a higher reality
then could it be that we are a step closer towards
the singularity than those who created us? Rather
than being less wise than the gods of Reality, could
it be that in fact we’re more wise? If we can make
NPCs who are cleverer than us, could not the gods
of Reality make NPCs who are cleverer than they?
Theory of Mind
Do you have a young child to hand? Say, two or
three years old? If not, order one from the Internet,
I can wait.
39
There is a theory known as Roko’s basilisk which suggests
that super-intelligences yet to be brought into existence will
reward those who helped to create them and punish those
who didn’t thereby increasing the pressure to create them
in the first place. Don’t look this up if you’re worried that
doing so will expose you to retribution from a future super-
intelligent AI.
How to Be a God
344
Got one? OK, have your young child observe the
following scene
40
.
Take a marble, a cup, a mug and two teddy
bears. Turn the cup and the mug upside-down.
Give one of the teddies the marble. While the other
teddy watches, have the first teddy put its marble
under the cup. Then, have this teddy go off for a
walk. While the first teddy is away on its walk, and
unable to see whats going on, have the second
teddy take the marble out from under the cup.
Then, have that teddy place the marble under the
mug instead. Now, have the first teddy come back
and announce that it wants to play with its marble.
Ask your young child where the first teddy will
look for its marble. The chances are, your young
child will say to look under the mug.
OK, so the marble is under the mug, but the
first teddy doesn’t know that. The first teddy
thinks the marble is under the cup, because it
didn’t see the second teddy move it to under the
mug. Why, then, would your young child say that
the marble is under the mug?
Well, your young child would say this because
they’re two or three years old, and most children
are aged around four before they develop the
ability to attribute to others mental states that are
40
Technically, you should ask the young child’s parent or
guardian for permission first, as you’ll actually be performing
an experiment on the youngster.
Chapter 6 Sapience
345
different from their own. In other words, they
don’t yet have a theory of mind.
Everyone has access to their own mind, but
they have no access to the minds of others
41
. They
don’t actually know for sure that other people do
have minds, come to that. However, from
observing other people’s actions and words, they
can theorise that these people do have minds, and
speculate what those minds might be thinking.
Those in possession of a theory of mind are able to
project onto others the thinking abilities that they
have observed of themselves, moderated by what
they know of the other person’s emotional state,
knowledge and CPU power.
The experiment described above is the Sally-
Anne test (Baron-Cohen, et al., 1985). OK, so in the
proper test the teddies are dolls called Sally and
Anne
42
, and the cup and mug are a basket and a
box, but its basically the same. One of its major
findings is that not only do two-year-olds have
trouble identifying where the returnee will look,
but so do people with autism (although not
necessarily for the same reasons); adults with
Down’s syndrome don’t have trouble with it,
though, therefore they do have a theory of mind.
41
In the words of E. M. Forster: “… mutual secrecy being one
of the conditions of life upon this globe” (Forster, 1927).
42
I went with teddies because you might not have dolls called
Sally and Anne.
How to Be a God
346
Other experiments show that mature
chimpanzees and orang utangs also have a theory
of mind. It’s therefore not something all humans
have, and not something all non-humans don’t
have.
Nevertheless, it’s an ability that most humans
have, so we’d probably want our NPCs to have it if
we wished them to behave in a manner that to
most of us appears authentic (even if we know
they’re just bits being manipulated in computer
memory). They will act in a seemingly more-
realistic way if we allow them to have a conception
of the minds of others.
In terms of implementation, it’s very tempting
to use a collective-intelligence model for a theory
of mind, because then all the information you need
is right there. This means that if one NPC wants to
know what another NPC is thinking, the software
controlling the former’s theory of mind can look at
the actual data set that comprises the latter’s
current beliefs and intentions. The first NPC
wouldn’t have to work out from environmental
cues what the second NPC was thinking (“hmm,
he’s picking up the custard pie; perhaps he’s going
to throw it?”), it would just know directly (“he’s
going to throw that custard pie”).
This looks clean, but when AI researchers tried
it back in the 1980s a number of problems were
identified: deception is impossible; you can’t have a
theory of mind for something that doesn’t exist (“if
someone really is out to get me, what will they try
Chapter 6 Sapience
347
next?”); you can’t have a theory of mind for
something that does exist but doesn’t think using
the same software (such as NPCs with regard to
players); you get into loops when you try to model
other people’s models of you (“she knows that I
know that she knows that I know that …”); you get
into show-stopping loops when you try to model
your own state of mind.
This is why, when considering group
intelligence earlier, I said that you’d choose to use
an embedded, emergent form of intelligence if you
wanted all of your NPCs to be free-thinkers whose
only access to one another’s thoughts came from
observing what they did in the shared
environment
43
.
So, we basically need to do it the long way.
From observations of their environment as
presented to
44
their senses, every NPC has built up
an individualised model of the world in their mind.
This may or may not be accurate
45
; it merely needs
to be serviceable. The NPC has also built up a
model of their own mind, having observed over
time the kind of things it can do (such as
remembering things) and can’t do (such as
43
That is, literally, what I said (well, wrote). I can cut-and-
paste with the best.
44
Or by, if they’re hallucinating.
45
Being their designer, we get to decide whether an NPC’s
mental model of their reality (their phenomenal world) is
distinct from that reality as it truly is (their noumenal world),
which would doubtless please Kant.
How to Be a God
348
thinking two words at the same time
46
). Within the
NPC’s model of the world are a number of entities
that the NPC believes exhibit the same kind of
thinking skills that the NPC has. In order to
interact with these entities, the NPC applies a
theory of mind, based on the NPC’s theory of their
own mind.
This seems a lot to model, but in practice the
NPC only needs the one theory of mind, not one
per modelled entity. They can wheel it out as and
when it’s needed.
What’s happening here is a form of projection.
Human beings do it all the time. I know that I can
think; experience has taught me that as a good
working hypothesis I can treat you as if you can
think, too. We may not think the same things in the
same way, but I can nevertheless assume you’re
basically smart and rational then take it from
there.
We don’t have to stop at human beings, though.
Plenty of people interact with animals such as dogs
and horses as if these were sapient, despite the fact
that they’re incontestably not
47
.
In short, we can apply our personal theory of
mind to things that don’t have minds like ours.
46
Please don’t tell me you can do this, because I can’t.
47
I realise I’ve just lost all the dog-lovers who project
sapience onto their sentient pets, but I’m sorry, these
creatures really don’t have the degree of self-awareness with
which you credit them.
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We can also apply it to things that don’t have
minds at all
48
. It’s easy to ascribe intention to the
behaviour of trees, rivers and storms, so it’s not
surprising that without any better theories of what
was going on our ancestors did just that.
Suppose that we were to give our NPCs a theory
of mind much like ours, then. What could we
expect them to do with it? Well, they’d probably
hypothesise the existence of tree, river and storm
spirits just as our ancestors did
49
; if we were to
implement said spirits as supernatural beings, our
NPCs’ hypotheses would be correct, too.
That’s not all they might hypothesise, though. If
they were to pursue the same lines of reasoning
that we humans did, it would be only a matter of
time before they speculated as to whether their
reality had one or more creators
50
and, if so, what
these creators might be like
51
. They would use their
theory of mind to conjecture the existence of one
or more gods who played a part in the construction
of their reality; they would flesh this model out
based on the evidence of what they saw and on
what we or our players told them. As I inferred
48
“I know she’s only a character in a novel, but I still want to
marry her!”.
49
I suggest a mechanism for this in the next section.
50
Which, as I’ve pointed out already, it indeed will do: one or
more of us humans created their virtual world.
51
For an impressive catalogue of possibilities, take a peek at
(Thompson, 1958). It’s six volumes in length, but only part A
of the first volume is relevant here.
How to Be a God
350
when asking “Does Odin exist?”, the result is very,
very unlikely to be correct.
It’s worse than that, though. You may recall
(although it seems unlikely) that earlier I
mentioned “presence as parasociality as a form of
presence in which an individual has a one-sided
relationship with someone who may not even be
aware that said individual exists
52
. This kind of
parasocial relationship can come about because it’s
possible to construct a mental model of another
person and overdo it. You may see someone
famous on TV, in movies or via streaming services
so often that you feel you know them; were you to
sit opposite them on a train, however, you would
be unwise to act as if they knew you
53
.
It seems a fairly good bet that, in using their
theory of mind to create a model of us, at least
some of our NPCs would develop a parasocial
relationship with it. To be clear: this relationship
would be with their model of us, not with us. These
NPCs might love the person the model
represented, or be afraid of them, or be in awe of
them, or be resentful of them the relationship
52
I was going to say that in perusing this book, you’ll build up
a picture of me even though I won’t build up a picture of you;
however, this presupposes that anyone other than people I
know will actually read it.
53
This has happened to me on a number of occasions, but to
date I’ve escaped embarrassing myself because, my being
British, it’s bad form for me to make any eye contact with
anyone on a train under any circumstances, ever.
Chapter 6 Sapience
351
could take many forms. The point is, though, that
because it’s a projection their model would almost
certainly be wrong. Projections extrapolate, and
even good extrapolations can easily be taken too
far. The basis of the NPCs’ model of us could
actually be correct, but the NPCs would
nevertheless endow it with characteristics that
rendered the result incorrect. They’d join the dots,
then colour in the picture to make it look like how
they needed it to look. Not only would this picture
of us be tragically wrong, but the pathos of the
NPCs’ situation would be compounded by their
each having invested in a parasocial relationship as
if it were joyfully right.
Our NPCs aren’t the only ones who could be
guilty of applying a theory of mind rather too
zealously, of course.
Whatever, in the virtual worlds of the present,
NPCs aren’t really all that clever. They may seem
clever at times, but in part that’s because we’re
projecting sapience onto them. They do something
that we recognise as being an action someone
intelligent would do, and we’re impressed; the
more mundane truth may be that they did it by
chance, but we’ve chosen to overlook this. OK, so
we do know we’re doing this, but it’s more fun and
immersive for us if we don’t treat them as the
simple, unthinking clockwork toys they are. Also,
it’s just easier to treat them as if they have smarts
than to treat them as if they don’t; it’s something
most of us can do automatically.
How to Be a God
352
That’s in the virtual worlds of the present. What
about the virtual worlds of the future?
Given that we, as players of virtual worlds,
already project some degree of sapience onto NPCs
even though we know they’re barely rational, it
seems likely that we’ll continue to treat NPCs this
way in the future. We’ll know they’re not
intelligent, but all the same we’ll interact with
them as if they were.
What if they actually were intelligent, though?
What if, over time, we were to put enough AI into
their implementation that they gained self-
awareness and human-level reasoning powers?
We’d still be treating them merely as if they were
sapient instead of treating them formally as
sapient.
That would be problematical. They’d be sapient,
but we wouldn’t be conducting ourselves in line
with that. Then again, would it matter? Should we
be treating them as we do people, or maybe as we
do dogs, ants, plants, rocks or something else?
Well surely, if our NPCs are sapient then they
are entitled to be accorded the same respect as
other sapient beings. We therefore ought to treat
them as we would our fellow human beings
54
.
I’ll be considering morality in Chapter 7, but for
the moment the more pressing question is: how do
we know when an NPC is actually sapient?
54
I realise this isn’t saying much, given how human beings
have treated each other throughout history.
Chapter 6 Sapience
353
The traditional answer is to apply the Turing
Test (so called because it’s based on a suggestion
by the AI pioneer, Alan Turing (Turing, 1950)).
What this effectively says is that if we can’t tell
through conversation with an entity that it’s not
sapient, it’s sapient.
Of course, we may still be wrong.
In the 1978 movie Superman, the eponymous
hero goes to his secret ice palace and has a
conversation with a hologram of his mother. He
asks questions; she answers them. Later on, Lex
Luther goes to the same place and also has a
conversation with her. He asks questions and she
answers completely different questions. He makes
remarks, but she ignores them and carries on as if
she’d been asked the question that, had it been
Superman rather than Lex, he’d have asked.
Basically, she’s a mindless script. From Superman’s
perspective, she passes the Turing Test because he
seems to be having an intelligent conversation
with her; from Lex Luthor’s perspective, she fails
it.
55
Another way of being able to tell if an NPC is
sapient is to wait a few thousand years until we
55
All of Reality could be like this, by the way. You might think
that principles such as cause-and-effect pertain, but it may
be that you’re just being presented with one long series of
scripted or random sensory inputs that appear in order (or
disorder) regardless of your actions. You’ve just been
incredibly lucky that everything has made sense so farpkkf
nr hjkh iik pqww dnn nmzz.
How to Be a God
354
can construct its hardware using human brain
tissue. Indeed, we could potentially build an entire
virtual world in human brain tissue and make it
shareable
56
.
From a designer’s perspective, obsessing over
whether the NPCs you create “really are” sapient
or not is a red herring. If you create them to be
sapient then they must be sapient by your own
definition. You must therefore treat them as
sapient, regardless of what they might be under
anyone else’s definition.
To summarise, then: when something such as
an NPC, which doesn’t think using the same kind
of hardware that we do, appears to act
intelligently, we could either be: treating as non-
sapient something that genuinely isn’t sapient;
projecting sapience onto something that doesn’t
possess it; not projecting sapience onto something
that does possess it; or treating as sapient
something that genuinely is sapient.
Pushing this up a level: do the god(s) of Reality
recognise us humans as having free will? If not, are
they nevertheless treating us as if we did have it,
because it’s more convenient for them that way?
56
This is effectively what happens in Tad Williams
monumental Science Fiction book series Otherland (Williams,
1998). I mention it principally because the first line of the
first book is: “It started in mud, as many things do”; it’s an
intentional reference to MUD I asked, and the author
confirmed the fact.
Chapter 6 Sapience
355
There’s one more point
57
I’d like to mention on
the topic of a theory of mind before I move on.
When you play a virtual world, you create a
character in that world. This is you, yet unless
you’re fully immersed in the world, it’s not you.
You may regard it as your representative, or as
your representation, but until you regard it as you,
yourself, there’s some distance between you both.
This means that you can build a model of your
character, and in so doing compare it to your
existing model of the person you think you are.
You can change your character to be more like you,
or change you to be more like your character
58
.
When they align and become one, you have
identity
59
.
This is, as I said at the beginning, ultimately
why people play virtual worlds for fun: they can
become and be themselves.
What if they succeed?
A Chinese theological position called immanent
transcendence suggests that Reality’s god is within
everyone and everything (and so is immanent), but
that until you fully understand your own self-
57
So many sections of this book end with “one more point”
that I’m seriously wondering if I watched too many episodes
of Columbo in my youth.
58
This is called the Proteus effect (Yee & Bailensen, 2007).
59
A character in a virtual world who is the player playing it is
called a persona. The term was used as such by Roy Trubshaw
in MUD; it’s therefore a concept that’s been around for a very
long time in virtual world history.
How to Be a God
356
nature said god will appear to be transcendent. Not
only do virtual worlds enable this self-
understanding, they were actually designed to do
so from their inception.
By understanding what it is to be a god of a
reality, you could come to understand what it
means to be a god of Reality
60
.
If people from a higher reality are playing
Reality, might they also be seeking to become and
to be themselves?
What if they succeed?
Speculation
I noted in the previous section that NPCs with a
theory of mind would likely speculate on whether
their reality might have a creator; I concluded that
they’d be both right (it does) and wrong (it’s not
the person they’d imagine
61
). The matter doesn’t
end there, however, because (being free-thinking
individuals) our intelligent NPCs are going to have
other questions they would like answered.
Furthermore, although we can’t stop free-thinking
NPCs from pondering on what to them are
60
This is one of the central themes of this book.
61
They may also conclude that they know nothing and accept
the fact. The Aztec god Tezcatlipoca (“smoking mirror”) is
acknowledged as being hard to pin down, for example.
Chapter 6 Sapience
357
spiritual matters about a possible higher reality, it
turns out that we can nonetheless control the
scope of said pondering.
So, free-thinking individuals, whether in
possession of a theory of mind or not, will
inevitably turn their thoughts at some point to the
subject of their own existence. How they develop
those thoughts depends on what questions they
raise; what questions they raise in turn depends, at
least to some extent, on their environment. We, as
the gods of the NPCs’ reality, control their
environment; therefore, we have some say in what
they come to believe about the world beyond their
senses, even if we’d prefer that we didn’t.
For example, let’s suppose that we create a
virtual world that’s similar in nature to how Earth
was, say, 10,000 years ago. It doesn’t have to be
accurate
62
, it’s just inspired by what scientists,
archaeologists and historians have pieced together.
Most of the people of this world would be
hunter-gatherers. What would be their concerns?
As it happens, we know what their concerns
would be, because some hunter-gatherer societies
living in remote regions of our planet survived
until a period when their cultures could be studied.
They all had worries about healing the sick, finding
animals to hunt and improving the weather. In
62
This will doubtless come as a relief to Young Earth
Creationists, being as it’s up to 4,000 years before their
calculations show Earth was created.
How to Be a God
358
response to these concerns, theyd all formulated
theories about how the world worked which
incorporated if not solutions to their problems
then at least ways of dealing with them. What’s
more, these theories (well, hypotheses) all
developed along similar lines
Imagine that you’re a hunter, tracking prey.
Where is it likely to go? What is it likely to do?
How is it likely to react? To figure it out, you put
yourself in the prey’s position and imagine what
you, as one of these creatures, would do in that
situation. If you can see the world through the eyes
of an imagined boar or goat or buffalo, you can find
(and kill) the actual boar or goat or buffalo and
return home with food to feed your tribe. Your
having a theory of mind has paid off.
If you were to do this kind of thing many times,
it’s not hard to envisage how you might routinely
talk about seeing the world through an imagined
animal’s eyes. You could give these imagined
animals a name: spirits
63
.
Perhaps the gatherers notice that they, too, can
put themselves into the “minds” of plants, and
figure out where they would be growing. Perhaps if
they were nomads looking for water, they could
put themselves into the “mind” of a river and feel
63
As with all mentions of spirits and spirituality in this book,
unless the context suggests otherwise I use the terms in the
generic sense, rather than the specific senses employed by
some religions (for example Spiritualism).
Chapter 6 Sapience
359
where it would flow. What began as a practical
method for hunting animals has become a way of
describing how to use the imagination. In teaching
succeeding generations how to hunt-and-gather,
the device of referring to spirits and their
behaviours could take shape
64
.
If communicating with spirits helped with one
of the tribe’s main concerns (finding food), might it
not also assist with the other two? Ah. It can work
for the weather, but not so much for healing the
sick. Clearly, the spirits that cause sickness are
wicked and more powerful than the other spirits.
As a hunter, your default setting is to hunt them,
but how can you do that?
Well, some members of your tribe are better at
communicating with spirits than are others. You
find your best such individual and send them into
the spirit realm to drive out the spirits causing
the sickness. Success is not guaranteed, as with
any hunt, but it’s better than if you don’t try at all.
The role of person-who-interacts-with-spirits
would perhaps become formalised over time; the
job title of shaman is usually used to describe it.
The means of getting into the spirit realm would
also become refined: the shaman would go into a
trance (the exact methods of achieving this
64
The programmers among you may find it useful to
compare the non-spirit version to programming in C and the
spirit version to programming in C++.
How to Be a God
360
condition could be tribe-dependent) in order to see
the world from a different, spiritual perspective.
We don’t know for certain if, in the hunter-
gather tribes of Reality, this is indeed how they
pretty well all came to be shamanistic in nature. It
does seem eminently plausible, though.
The way I’ve just described it, the world of
spirits for these primitive tribes is merely the
world of the imagination treated as if it were real
(or at least superimposed on what’s real).
Unfortunately, this runs counter to the convention
I use in this book that all Reality’s gods exist, which
by extension includes those on the way to
becoming gods (such as spirits). I shall therefore
add that these spirits do in fact exist and that you
can communicate with them yourself right now if
you know how to do it.
Whether or not in Reality’s case a shaman does
have access to supernatural powers isn’t the point
here, though. The point is that this happened time
and time again with hunter-gatherers. When you
are a small tribe
65
leading a nomadic existence and
your lifestyle revolves around animals, this is the
world view your members will develop. We could
expect the intelligent NPCs of our virtual worlds to
draw exactly these same conclusions if we created
for them these same circumstances.
Hunter-gatherers are few and far between
today. Once agriculture had been developed, tribes
65
Witness the power of personification!
Chapter 6 Sapience
361
could settle down. Their populations grew (because
babies didn’t have to be carried everywhere), and
their needs changed. They began to store food and
create goods; they could trade these with other
tribes for the benefit of both. Although they were
still concerned with healing the sick and
improving the weather, they weren’t so worried
about finding animals to hunt. Instead, because
they were now tied to their lands, they were more
concerned with security.
In our ancestors’ new context, looking at the
world through the eyes of animal spirits declined
in relevance. The problems the tribes faced were
less to do with the absence of animals and more to
do with the presence of other humans. Their
theories about how the spirit world worked
developed accordingly: animal spirits became less
important and human-like spirits became more
important. In the same way that humans had
become more powerful, able and advanced than
animals, so human-like spirits some of whom we
might call gods existed that were more powerful,
able and advanced than animal spirits.
The way to deal with other humans at this time
was through trade. The people of the past reasoned
that the way to deal with supernatural humans
must be the same. To this end, they tried to bribe
or obligate these spirits these gods through
sacrifices of labour (building temples in their
honour) or of valuable things (food, goods, animals,
people, …). Particular gods would begin as
How to Be a God
362
specialists in areas that were previously the
province of types of spirit (such as the sea or the
forest), possibly taking on new roles to deal with
new features of life (such as crops or the hearth) or
its more abstract principles (such as love or
perception
66
).
In a virtual world, then, if we have a society that
is basically still tribal but has settled down, we
would expect our intelligent NPCs to follow the
same path that humans did in Reality. They would
speculate on the existence of a pantheon of gods
(some perhaps mapping onto earlier spirits, some
not), each of whom was responsible for a general
class of concerns.
What if we allowed our intelligent NPCs to
make further technical and societal advances?
Well, I’m not going to go into that. If you’re
interested in seeing how it progresses then there
are lengthy and credible analyses elsewhere
67
.
The point I wish to make is that, left to their
own devices, our intelligent NPCs will develop
systems of beliefs regarding their selves, their
reality and realities beyond. Unless we give them
66
Perception may sound unlikely to some, but it won’t if
you’re an Ancient Egyptian acquainted with the existence of
the god Sia.
67
I recommend An Atheist’s History of Belief (Kneale, 2013) and
especially The Evolution of God (Wright, 2009) as well-
researched yet accessible reads on this topic. Warning: as the
titles suggest, these aren’t necessarily going to please people
whose faith in their own religious truths is on the shaky side.
Chapter 6 Sapience
363
total access to their own implementation, they will
speculate to fill in the gaps. What to them appears
chaotic, they will attempt to ascribe order to; from
this order, they will attempt to read meaning. They
will seek to know why they exist.
We, as their gods, can influence this: we can
supply them with the tools and the environment to
give them greater or lesser needs, leading to
correspondingly more or less speculation on their
part. We can do more than this though: we can
interfere.
Reality has more gods than it needs. Although
our intelligent NPCs may develop the concept of,
say, a single, almighty god, this is (as I’ve said)
almost certainly not going to resemble their
reality’s designer, who actually is their god; it’s
even less likely to resemble any designer of Reality.
We could help them in that regard, though.
Some players of virtual worlds would doubtless
proselytise religions from Reality to the NPCs of
virtual worlds, regardless of the objections of other
players, of designers and indeed of the NPCs
themselves. Such players could, of course, face a
ban if this became a problem (modulo laws about
religious expression).
More interestingly, designers of virtual worlds
could, if they wished, plant the seeds in their
virtual world of one or more of Reality’s religions.
If you, as a designer, are an adherent of one such
religion, should you do this for that religion? If you
did, your creations would follow your god(s) or at
How to Be a God
364
least your conception of your god(s). If you didn’t,
they could worship anything including imagined
deities with morals running completely counter to
your own.
Given this possibility, should we as designers
consciously introduce religious themes into our
virtual worlds? If so, for whose benefit? For the
benefit of the god(s) of Reality? For the benefit of
us ourselves? For the benefit of players (or indeed
non-players), who may be followers of particular
gods of Reality? For the benefit of our virtual
worlds’ sapient inhabitants, its NPCs?
If we decided that we did want our NPCs to
share in our wonderful and wondrous knowledge,
should we be overt about it (recruit players as
missionaries to convert NPCs to the one true faith)
or should we be covert (insinuate ideas into NPCs’
minds as they sleep)?
Alternatively, should we endeavour to keep
Reality’s religions out of our worlds and simply
leave our creations to form their own systems of
belief?
Keeping Up Appearances
There may well be some number between zero and
many-thousands of gods of Reality, but we’re the
gods of our virtual worlds. Let’s go for it and be
Chapter 6 Sapience
365
those gods! Let’s show up in those worlds and act
like the gods we are!
Whoa! Is that actually a good idea?
Well, it depends. If we, as gods, represent in our
virtual worlds as gods, our reasons for doing so will
be largely conditional on what the NPCs know
about us. There are three main contexts, each of
which is going to take several paragraphs to
discuss, so buckle up.
In the first context, the NPCs before whom we
appear don’t know that we (their gods) exist. By
representing, we’re telling them that we do exist.
We may have something specific to relate to them
about the nature of their and our realities, but
before we get round to that we have to account for
the fact that merely by representing as gods we’re
announcing that gods exist.
The NPCs, being free-thinking, may not believe
us. We can perform physics-changing actions that
only those with supernatural powers can enact, but
the NPCs could still exercise their capacity for
independent thought to interpret it another way.
Perhaps we’re demons trying to trick them into
denying the bona fide gods?
We can program them to believe we are whom
we say we are, but then we’d be removing some
aspect of their free will
68
. That said, we’re already
68
The Qur’an (5:48) states that Allah could have chosen to
make everybody part of one nation (united in religion), but
How to Be a God
366
constraining it by situating them in a world that
we have created; why is making our existence
something their senses can feel to be “real” any
different from making colours or sounds or heat
feel “real”? If we choose not to use physics to
implement acceptance that we’re (relative to this
created reality) real, we’re basically demanding
that our NPCs accept our godly existence on trust.
OK, so why would we want them to accept our
existence on trust? Is it better for them that way,
or is it better for us that way?
It’s not for me to say whether you would feel
better about being accepted by your NPCs as a god
based on force of argument (as opposed to force of
physics, which smacks of cheating). Self-exaltation
is not the most glorious reason for wanting to be
accepted as a god, but hey, if it works for you,
embrace it.
What would be in it for the NPCs themselves,
though?
Well it’s fair to say that you never know anyone
fully (even yourself), so all relationships involve
some degree of trust. What you’re asking of your
NPCs is for them to trust that you are what you
say you are. They’re using their theory of mind to
infer things about you, just as they do about their
fellow NPCs, but they can never be sure they’re
correct in either case they just have to trust that
didn’t because he wanted to test individuals in what he’d
given them.
Chapter 6 Sapience
367
they are. This means that they will act using the
working hypothesis that they are correct, and
indeed they’d need to do that in order to function
socially, but they’d nevertheless be aware that they
could actually have it all wrong. They may suspect
that you’re presenting a false picture to them, too.
Trust can be broken by counter-evidence, of
course: if you trust that the ice you’re walking over
won’t break because you’ve walked over it every
winter for 20 years, that doesn’t mean it won’t
break. If it did, and you fell in, then your trust in
the ice would be as broken as the ice itself. It’s the
same for NPCs: their trust in their world view will
be very strong, but they’d have to keep updating
and revising it as more information about you
came to light.
In one sense, then, asking NPCs to trust you is
the default condition. You’d have to make an effort
to code them to detect you using a special god-
sensing ability, so it’s less work for you this way.
It’s still not obvious why you might consider it
better for them that they trust you, though, unless
you had it in mind to punish or reward your NPCs
based on whether they trusted you or not.
I’ve used the word “trust” rather than “belief
here, by the way, as I didn’t want to conflate this
with religious beliefs (which, as they’re systems,
How to Be a God
368
are somewhat more complicated). I didn’t use
“faith” for similar reasons
69
.
So, to answer the question: the reason you
would want your NPCs to take your existence on
trust rather than from the irrefutable evidence of
their senses is either down to laziness on your part
or it’s some kind of test you’ve put in place to sort
your NPCs. As for why you’d want to use their
acceptance of your (one-step-removed) existence in
their reality as a basis to partition them, I have no
idea. It strikes me as an unnecessarily clumsy way
of deciding whether NPCs are worthy or not; if you
can look into their hearts and see who’s worthy
anyway, why disrupt your virtual world’s order
merely to confirm what you know already?
Perhaps the answer lies in the second of the
three contexts I mentioned: you might represent in
a virtual world as a god because its NPCs do know
you exist but have it wrong.
Suppose your virtual world is populated with
free-thinking NPCs. They look at your handiwork
and hypothesise that it was created by, well,
someone not you. It might be they think that it’s
the product of pure chance, or that it’s held
together by the will of the spirits who live in its
trees and rivers and storms, or that it came into
being from a titanic battle between ancient gods,
or that it was made by a team of gods always
69
Faith is like belief except that it isn’t changed by counter-
evidence.
Chapter 6 Sapience
369
jockeying for supremacy, or that it was
constructed by one of your players who appeared
and brazenly told them “trust me, I’m your god”.
They may even have figured out it was created by
someone resembling you but lacking in one or
more important details. Your aim in representing
in your world under such circumstances would be
to correct the misapprehensions of your NPCs (or
at least to lessen any negative impact these might
be having on the world, its NPCs, its players or
you).
It could be that you’d really rather not interfere
in your world, but nevertheless adjudge the effects
of not doing so to be worse than those of doing so.
For example, if your NPCs came to believe that
they would gain eternal life by killing one another
(its being an act of kindness to speed someone else
on their journey to paradise), well you might want
to step in and put an end to this falsehood
70
before
you were all out of NPCs.
Here in Reality we’ve seen several ideologies
that, had they got more of a hold than they did,
may have led to there being rather fewer humans
around than there are today. For example, the
Brethren of the Free Spirit flourished in Northern
Europe in the 1400s and 1500s. One of their beliefs
was that it was possible to have a direct experience
of God that left an individual unable to commit sin.
70
I’m assuming here that you aren’t in fact offering eternal
life as a reward for murder.
How to Be a God
370
This was indeed as open to abuse as it sounds as if
it would be. Fortunately for us (if not for the
Brethren), they were persecuted away before doing
as much damage as they could have done
71
.
Whatever, you can be pretty certain that once
the concept of gods has been speculated upon by
your NPCs, some of them will make claims that
they personally are gods. It may therefore on
occasion be prudent for you to set the record
straight.
Even if you don’t want your NPCs to know your
exact nature, you may still wish to enlighten them
to the existence of higher realities. For example,
you might do this if they were close to creating
their own sub-realities, in order to impress upon
them the responsibility that comes with this
72
.
If you did decide that it would be better to
intervene than not to, there would of course be
consequences. As I mentioned earlier, some NPCs
will stick with their beliefs no matter what you do
to prove them wrong; worse, demonstrations of
71
Groups of people known collectively as Ranters took up the
idea again in England following our civil war in the 1600s,
but their griefing tended more towards public nudity than
random acts of violence.
72
I can assure you that this didn’t happen in Reality when
Roy Trubshaw started work on MUD. Given that he was
effectively creating competition for Reality (which isn’t
renowned for being big on responsibility), that’s hardly
surprising, though.
Chapter 6 Sapience
371
your powers could even strengthen their resolve
73
.
Other NPCs could take your appearance in their
reality as evidence that you were about to destroy
it
74
; you might therefore consider giving them an
unambiguous trigger warning before doing
anything too flashy.
This second of the three contexts I mentioned
regarding representing in virtual worlds is
essentially to do with education. By appearing, you
are informing your NPCs of something to do with
either their reality, with you, with Reality, or (if you
wish to evangelise) with some higher reality. The
NPCs may believe you and reject their old beliefs,
or they may reject you and continue with their old
beliefs, or they may hedge their bets and do both
75
.
You’d probably intend for your representing in
their reality to benefit your NPCs in some way,
although the possibility remains that you might do
it simply to mess with them instead.
In the third context I mentioned, the NPCs
know that you (as a-or-the god of their reality)
exist in some sense, with which you’re OK. Their
views may be inaccurate, but you’re not
73
Applied to humans, this is known as the backfire effect. You
could choose not to implement it for your NPCs, of course.
74
The Muggletonians, who grew out of the Ranters, believed
that God ignores what happens in our world and will only
intervene when it’s time to end it.
75
There are two ways of looking at this: as multiple religious
belonging or as strategic religious participation (Hedges, 2017).
How to Be a God
372
representing to change what your NPCs think.
Rather, you’re doing so to … what?
Well one possibility is that you want to give
them an information update but they’re not going
to believe what you have to say unless they know
it’s you who’s saying it. “Sorry, folks, but the world
will end next Tuesday” would be an example of
this, but it doesn’t have to be quite that drastic.
Another possibility is that you want to hear
what they have to say to you (“We’re having
trouble arresting this global warming, can you
help?”) or to answer some of their questions (“So
why did you make the world flat?”). This does seem
to be the kind of conversation you could more
easily manage using a chat channel rather than in
person, though.
It’s also entirely plausible that you represent
merely so you can bask in the love or fear that your
NPCs feel towards you. As I said before, if that’s
what turns you on, hey, you’re the god.
What these three contexts show is that when
you represent in your virtual world, you would do
well to contemplate what the effect will be and
whether this will properly address your purpose
for visiting in the first place.
There is another aspect of representing in a
virtual world that’s worth discussing while we’re
on the subject. I touched on it in Chapter 4 but
didn’t expand upon it at the time. It concerns
information loss.
Chapter 6 Sapience
373
Because the virtual worlds we create are
implemented as part of Reality, it seems obvious
that Reality must be the more detailed. After all, it
contains within it the makings of all of its sub-
realities; what they can do, it necessarily must also
be able to do.
This suggests that when we represent in a sub-
reality we are taking on a form less complex than
our true form: more information is required to
define us than the virtual world can accept. Our
NPCs can never fully comprehend us because there
are things about us that cannot be implemented in
their reality. Moving our focus up a level, an
argument equivalent to this can be used to explain
why we can never fully comprehend, say, God. God
is more sophisticated than anything Reality can
implement, so we only see part of the picture
76
.
There is another possibility, though:
information gain rather than information loss.
Virtual worlds are made out of 0s and 1s in
computer memory, but they’re not themselves 0s
and 1s they’re more complex than that. We could
argue that Reality only needs to allow for 0s and 1s
plus the necessary basic hardware
77
to turn these
76
This doesn’t sit well with the argument that, because
Reality is too complex to have arisen by chance, a god must
have created it. If said god is necessarily more complex than
Reality then how did the god come about, and why couldn’t
Reality have come about using that same method?
77
This could be very basic indeed. A Turing machine, which
can read and write (but not overwrite) 0s and 1s from and to
How to Be a God
374
into physics; whatever we subsequently do with
those 0s and 1s could then exceed what can be
done in Reality. This is because we interpret the
choreographed interactions of those 0s and 1s to
have meaning. More to the point, with sufficiently
advanced AI those 0s and 1s can interpret
themselves to have meaning. They could become
very, very smart.
As I pointed out earlier, we already have
computer programs that can beat humans at a
number of games that we’ve traditionally
associated with intelligence, most notably Chess
and Go. We know the principles of how these
programs work because we wrote them, but we
don’t necessarily know the exact way that they’ll
behave in a given situation. It could therefore
happen that our AI-powered NPCs will in time
become too sophisticated for us humans to
understand. If they do then were we to represent
in their world, we’d suffer the consequences of
information gain, not information loss. Their world
could be too complicated for us.
We do have a defence, in that we can always
understand a virtual world if given sufficient time,
and we can find such time by pausing the world
and not restarting it until our analysis is complete.
This would rather undermine the real-time
an indefinitely-long tape has the same computational power
as any other computer. It may run somewhat slower than
most, though.
Chapter 6 Sapience
375
criterion from the definition of what a virtual
world is, though.
The possibility that our creations could become
cleverer than us remains a little unnerving, but
while they’re trapped in their virtual world they
can’t really do much to harm Reality. They could
perhaps manipulate players to do things in Reality
for them, using cunning psychological methods,
but they can’t act in Reality directly.
Well, they can’t unless we help them to do so.
How to Be a God
376
Chapter 7
MORALITY
Ultimately, our actions within the game, as
members of a player community, are to be
interpreted under the light of our own
existence as moral beings in the world outside
the game. That world and our physical
presence in it are an important factor in the
configuration of the ethics of a computer
game. There are cultural taboos, and there are
firm beliefs that cannot be overruled by the
commitment to the game world. Being a player
is maintaining a part of what makes us moral
beings in the real world as a reference.
(Sicart, 2009)
What’s right? What’s wrong? How do you decide?
Our relationship with virtual worlds is already
complex. Through our designs, we speak to our
players; through our play, we speak to each other.
Through our actions, we shape, form and free our
NPCs; through their actions, they respond in ways
of which we may or may not approve.
What moral obligations do we have, if any, in all
of this? Does the frame of “it’s just a game” give us
Chapter 7 Morality
377
carte blanche? Plenty of games put killing central to
their gameplay but plenty of films and entire
genres of TV shows place killing at the forefront,
too. Is there a difference between torturing a
character in a book and torturing an NPC in a
virtual world? On what grounds?
Clearly, because players of virtual worlds are of
Reality, we can judge much of their behaviour in
virtual worlds by the ethical standards of Reality
(Sparrow, et al., 2020) but not quite all of it. We
have yet to develop a solid ethical basis for
assessing player behaviour in virtual worlds
(Reynolds, 2007), so discrepancies are sure to
exist
1
. In particular, it’s one thing to have a system
of ethics covering player behaviour with regard to
each other and to wider society, but another thing
entirely to develop one for player behaviour with
regard to the NPCs who inhabit virtual worlds.
The NPCs of virtual worlds are not of Reality.
Can we judge their behaviour by Reality’s ethical
standards? The realities you create will raise
questions that you, as their god, have to answer.
Some of these will not be questions you’ll have had
cause to consider before. Do you know how you’d
answer? Do you know why you’d answer that way?
The decisions you make as the god of a virtual
world are situated in a human world of shifting
1
Entire university courses are devoted to the ethics in and of
games and of those who develop and play them, for example
(Schrier, 2021) (Zagal, 2021).
How to Be a God
378
moralities. Behaviours may flip back and forth
between acceptability and unacceptability over the
course of decades and even centuries
2
. Are you sure
your decisions are morally defensible? What would
you do if you later changed your mind?
On what foundations, if any, do you base your
morality anyway?
Changing People
It’s possible that people can change by playing
virtual worlds. Indeed, this is how virtual worlds
are supposed to work: as a structured search for or
affirmation of identity. For role-playing games in
general, the influence on the player of the thoughts
and feelings of their character (and vice versa) even
has a name: bleed (Montola, 2010) (Bowman, 2013).
Could people change their ethical stances from
playing virtual worlds, though?
Well yes, they could do that. If the designer of a
virtual world continually presents a concept within
it as being reasonable or uncontentious, when it is
widely regarded with suspicion in Reality, then
players may nevertheless acknowledge it and
internalise it as acceptable then take this
2
Societal approval or otherwise of homosexuality springs to
mind here.
Chapter 7 Morality
379
acceptance back with them to Reality
3
. Perhaps one
of the clearest examples of this happening came
from the creation of Polly in MUD1.
So, back in 1980, people weren’t playing MUD as
I had hoped. They were supposed to be using it to
free themselves from the constraints of Reality, but
they were sitting in the same computer lab as each
other and operating under the same peer pressures
that they did when they weren’t playing. I wanted
them to experiment with their identities to role-
play but they didn’t. They needed permission to
role-play. I decided to give them it.
I created a debug character called Polly. Polly is
the default name given to parrots in the UK
4
, and
Polly was a bit like a parrot, obeying my commands
without question or thought. Everyone knew that
Polly was me. Phase 1 of my not-exactly-elaborate
plan was complete.
When I had inherited MUD1 from Roy, it didn’t
have gender in it. This was nothing to do with the
fact that all our players were male, but rather
down to time: Roy had wanted to write as much of
3
It’s not just virtual worlds that can do this, either so can
games in general (Earp, et al., 2018).
4
Playwright Ben Jonson’s comedy Volpone (Jonson, 1606)
associates its characters with animals. Sir Politic Would-Be
(“Pol”) and his wife visit Venice from England and repeat the
words of the locals without knowing what they’re saying.
Jonson describes them as parrots, and the name “Pol” for
parrots stuck, eventually becoming Polly for reasons of
cuteness.
How to Be a God
380
MUD1 as he could while he could, and gender was
easy to add later; communication and other
functionality had priority. Gender was only a
linguistic construct anyway, forced on us by the
English language; Roy had used female pronouns
in his design documentation, so used male
pronouns in the game for balance.
With Polly established, I implemented gender.
Naturally, I used Polly to test my new code. Polly is
a female name, so I answered the question “What
sex do you wish to be?” with an f.
Polly was no longer a parrot. Polly was a
cheerful, somewhat feisty young woman who liked
to help people but got cross if they acted all
superior.
This completed phase two of my plan (and
therefore my plan as a whole, as it only had two
phases). People knew I was Polly, but they also
knew I wasn’t Polly. No-one was going to see Polly
as a sexual object, because I’d designed her more
like a younger sister. My aim was to show that it
was perfectly fine to play MUD as a person you
manifestly were not in Reality. I succeeded, too:
players got the idea, saw that they were protected
by the contextual frame
5
of the game, and also
began to play as not-themselves. In so doing, they
came to understand in small, incremental ways
more about who their “self” actually was.
5
This means what it looks as if it should mean, but formally
it’s a technical term (Fine, 1983) (Goffman, 1961).
Chapter 7 Morality
381
To be honest, it was probably too late for most
of the people who were playing when I did this.
Others who played MUD and its descendants did
and still do benefit, though.
The reason I’ve mentioned Polly is that I was
running something of a risk by doing what I did.
Back in 1980, there was strong cultural opposition
to men presenting as women in public, and I’d
effectively done just that. I could have been
accused
6
of being gay and shunned by my peers as
a result. I had the advantage, though, of not
actually caring what people thought; peer pressure
doesn’t work on me
7
.
As a result of Polly, it became commonplace in
virtual worlds for male players to play as female
characters (and, later, females as males) with no
stigma attached. This wasn’t my intention when I
created Polly she was all about role-playing
8
but it was a welcome side-effect. Misgivings that
people may have had about crossing genders in
Reality were painlessly addressed in virtual worlds;
this in-character adjustment to one particular
6
I use this word deliberately: the age of consent for
homosexuality in the UK was 21, and I was 20. For young men
my age, being gay was still a crime.
7
This is why I’m not even going to say here whether I am gay
or not, even though by convention I should at this point be
confirming or denying it to reassure you.
8
Well, almost all about role-playing. I did actually want to
make the point that gendered pronouns are a monumental
annoyance, too.
How to Be a God
382
aspect of their moral judgement, they then took
back with them to Reality.
Of course, times change and cultures differ.
Currently, identity markers such as race, disability
and sexuality are not on the whole regarded as
something people ought to role-play
9
, and the
same sense of taboo could easily be extended to
cross-gender play as well. In conversations at
academic conferences, I’ve experienced gentle
pushback regarding cross-gender play on the
grounds that it’s yet another example of the
patriarchy attempting to colonise a space into
which it has not been invited. Cross-gender play
has even been banned in some mainstream
MMORPGs: in September 2007, Chinese developer
Aurora Technology froze the accounts of male
players who had female characters in King of the
World
10
. However, given that the rationale for this
was so that the other male players could safely hit
on female characters without the worry that they
might be being played by male players, it’s unlikely
that the patriarchy was weakened by this
endeavour.
How this all plays out as the debate on identity
politics runs its course is, while important, not
why I mentioned Polly. I mentioned her to
9
A light-skinned human can play as a dark-skinned elf if all
the elves are dark-skinned, but playing as a dark-skinned
human is another matter.
10
Female players had to prove they were female via webcam.
Pro-tip: this is a great way to lose female players.
Chapter 7 Morality
383
demonstrate that virtual worlds can be used to
influence the moral attitudes of their players.
Because you control your virtual world, you can
to some extent control the experiences players
have in that world. Showing through playing isn’t
the only way to affect a player’s morality, but it’s a
significant one. It’s basically cultural: by setting up
norms of behaviour within the virtual world that
may be different to those the player follows in
Reality, a conversation between the real and the
virtual is established and the player can decide
which makes the most sense to them; this will then
influence their opinion in both worlds
11
.
People take their morals with them wherever
they go
12
and in the case of virtual worlds will often
stress-test them there. Unfortunately, although it
may well help individual players to work through
the consequences of being a jerk in the relatively
safe environment of a game, it’s not necessarily
appreciated by people whose morals have already
been stressed quite enough, thank you. Because of
this, commercial virtual world developers will
usually provide a formal Terms of Service document
(part of the End-User Licence Agreement) to which
their players must adhere
13
; this prescribes
11
Indeed, virtual worlds have been set up in the past
specifically to promote such conversations, so as to help
children with their moral development (Bers, 2001).
12
Exception: politics.
13
We never bothered with these in the early days. If anyone
did anything we didn’t like, we hit their character with a
How to Be a God
384
sanctions for behaviours that are deemed
unacceptable by the virtual world’s operators.
Another, potentially more important way of
influencing players through the design of a virtual
world is via its gameplay. Gameplay, particularly
systems content, is how games convey their
artistic payload to their players
14
. The expression
of ideas persuasively through processes in this
manner is called procedural rhetoric (Bogost, 2007),
and it’s very powerful. The way we choose to
implement our systems in virtual worlds defines
what we say to our players. In short, physics is our
mode of communication.
When I say that this is a powerful approach, I
mean it. In 2016, I attended the Project Horseshoe
conference
15
for game designers, at which the
discussion group I joined spent a pleasant few days
discussing how to weaponise games. It’s
remarkably easy. Indeed, it’s frighteningly easy. It’s
so easy, that we didn’t publish our report
informing the world how to
16
: blind players; make
Finger of Death spell. As gods, we were perhaps a little more
Old Testament than New Testament in our outlook.
14
Let’s put it this way: the art in games has to be in the
gameplay, because gameplay is the only thing games have
that nothing else has. If you put the art in the story or the
graphics or the music, you may as well write a book, paint a
picture or compose a rhapsody.
15
Sadly, this remarkable, invitation-only annual event didn’t
make it through the COVID-19 era.
16
Warning: impending list of massively-split infinitives.
Chapter 7 Morality
385
them go mad; break up their relationships; empty
their bank accounts in our favour; cause them
physical injuries; and change their political views
17
.
It’s only because game designers tend to be decent
people that no-one is doing this right now for
kicks, although some of the more ruthless
commercially-minded game developers may be
doing some of it for profit (Zagal, et al., 2013).
I could at this juncture delve into the ways that
designers can, do and (perhaps) should influence
players both positively and negatively, but it’s a
topic that has already been covered better by
others
18
. Besides, it’s not actually what I want to
discuss here. The thing is, you and your players are
of Reality, and in Reality you’re not a god.
Virtual worlds allow us to look at something
different entirely: the morality of gods.
Mortality
One of the features our ancestors identified that
distinguishes gods from humans is that gods are
immortal and humans aren’t. Indeed, from one
17
The fact that the conference took place directly after the
results of the 2016 US presidential election were announced
was not a factor in this.
18
For example (Sicart, 2009), from which the opening
quotation of this chapter comes.
How to Be a God
386
perspective, mortality is a gift granted by gods to
humans a gift, rather than a punishment,
because without mortality life has no meaning
19
.
Our ancestors also used mortality to distinguish
humans from animals: both humans and animals
die, but only humans know that they, personally,
are going to die
20
.
Gods are indeed immortal with respect to the
worlds they have created. If, as a god of a reality,
the character I’m playing in that reality dies, well
I’ll still carry on living in Reality so haven’t really
“died” at all. I can return to my created world any
time I like resurrected as my old character or
reincarnated as a new one; I control the physics, so
even if returning is impossible, it’s only impossible
while I deem it to be impossible.
This doesn’t mean I’m immortal in Reality, sad
to say. I don’t wish to test this experimentally, but
it’s my understanding that when I die in Reality, I’ll
no longer be able to visit any of my virtual worlds.
Not only from the point of view of the rest of you in
Reality, but also from the point of view of the NPCs
in my virtual worlds, I’ll cease to exist. Needless to
say, the NPCs will have no way of knowing that I’m
dead in Reality; all they’ll have is a growing lack of
evidence that I’m intervening in their affairs (that’s
19
This does suggest that any post-death, eternal-afterlife
existence might need work, but we can ignore that for now.
20
Philosophers use the term dasein to describe the
experience of being that is particular to humans. You can
blame (Heidegger, 1927) for this, too.
Chapter 7 Morality
387
if they ever had any such evidence in the first
place).
Non-player characters in a virtual world are
usually mortal, but they don’t have to be that way.
A god of their world may not be of the opinion that
mortality is a gift and could easily make all NPCs
immortal it’s not hard to do. However, said god
could still change their mind at any moment. Even
immortal NPCs are only potentially immortal.
Most modern MMOs do have some NPCs who
are largely immortal (because they’re shopkeepers
or quest-dispensers that it would be inconvenient
to lose), but for the majority of mobs the very point
of their existence is to be killed. They tend to come
back to life a short while afterwards (that is, they
respawn) for the very purpose of being killed anew.
Being killed is their job.
It may be that they don’t respawn individually,
but all respawn at once when the zone or instance
they inhabit resets. Nevertheless, they will pretty
well always return
21
. NPCs in MMOs are therefore
mortal in the sense that they can be killed, but for
them the consequences of being killed are much
less drastic than they are for those of us who live in
Reality.
So, non-player characters that die in virtual
worlds normally get better after a while and return
to life. What about player characters, though?
21
It may be that they won’t under very specific conditions,
such as one-off story events, but these are exceptionally rare.
How to Be a God
388
What happens when they (the characters, not the
players) die?
This brings us to the topic of permadeath
22
.
Permadeath is the situation in which, when a
character dies, that character is annihilated. In a
virtual world, this means deleting its record from
the database. It’s possible to have permadeath for
NPCs, but few if any MMOs do this routinely.
Mostly, therefore, the term “permadeath” is used
exclusively with reference to player characters.
So, to repeat the question: if your character dies
in a virtual world, what happens to it?
In modern MMOs, it comes back to life. There
will usually be a small penalty, such as having your
“spirit” need to return to your “body” from a
respawn point
23
, and it’s also possible that your
character may under-perform for a while until
some negative after-effect of death or resurrection
wears off. There could even be a material loss in
terms of damage to or destruction of your
equipment. It’s very unlikely that your character
will lose progression, though.
What almost certainly won’t happen is that your
character will be obliterated and you’ll have to
start a new one: permadeath.
Permadeath is prevalent in many games; it’s a
major feature of most arcade games, for example.
22
My fear of stating the obvious notwithstanding: it’s a
portmanteau word coming from “permanent”+”death”.
23
Such a return is known as a corpse run.
Chapter 7 Morality
389
It’s a very seldom-seen mechanic in virtual worlds,
though. This is because players really, really don’t
like it when it happens to them. The longer you
play a character, the more you accept said
character as being a part of your identity; losing a
character is therefore like losing a piece of who you
are. People don’t enjoy that one jot.
I know this, because MUD had permadeath. If
your character was killed in combat, it stayed
killed. Once you’d mastered some basic skills
24
,
though, such a fate was relatively easy to avoid: it
pretty well only ever happened if you took a risk
and it didn’t come off. People could play for months
without seeing their character killed, whereas in
today’s MMOs player characters can happily be
slaughtered dozens of times a session.
Nevertheless, enough people didn’t like
permadeath that the penalty for being killed was
gradually watered down in successive generations
of MUDs until we got to the anodyne wrist-slap we
have in MMOs today. Death in modern virtual
worlds is less “the making of a hero” and more
“part of the grind” (Klastrup, 2007).
Reality does have permadeath.
Unlike with virtual worlds, when you die in
Reality, that’s it. You may well live on in a higher
reality (say, Heaven), but you’re not going to come
back to life in Reality because no-one like you ever
24
Principally, remembering to type FLEE (or F for short)
when you looked like losing.
How to Be a God
390
has done ever ever. A demigod, or an aspect of a
god, might have done so in the past; you’re not one
of those, though. Insofar as Reality is concerned,
you’re an NPC. Death for you means deletion from
Reality’s database. The best you can hope for is
that you’ll be respawned as a reinitialised baby
with no recollection of your previous existence nor
any prospect of gaining it.
You can see why people playing virtual worlds
for fun might gravitate to ones where this doesn’t
happen.
To summarise, then: gods basically don’t die, or
if they do
25
then they can come back whenever.
NPCs are either effectively immortal (when their
unavailability would be bothersome for players) or
they’re killable (except during those short periods
in which they’re recovering from being killed the
previous time). The question of permadeath asks
only whether, when player characters die, they
should be expunged or not, and the answer in
almost all cases these days is that no, they
shouldn’t be.
All the above is correct in today’s MMOs, but
today’s NPCs aren’t sapient whereas tomorrow’s
will be. Would having sapient NPCs alter our
thinking in any way?
25
This famously happened to the designer Richard Garriott
on 8
th
August 1997, when his character, Lord British, was
killed while making an appearance to mark the end of the
beta-test for Ultima Online (Garriott & Fisher, 2017).
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Let’s start by considering whether we should
make all our NPCs just flat out immortal. It’s
straightforward to implement, so should we do it?
It would make for a less entertaining game if
player characters couldn’t kill NPCs, but that’s not
in itself a reason to allow such deaths to happen.
Combat appears in virtual worlds because it adds
conflict, which adds drama, which leads to story.
There are other ways to add drama, though, and
it’s debatable whether combat adds much drama
anyway in a virtual world without permadeath (so,
almost all of them).
From the perspective of NPCs, if they were
immortal then they’d be living a life with no
consequences and therefore no meaning. They
could do whatever they liked and they wouldn’t
die. What’s the worst that could happen to them?
Incarceration? For someone who can’t die, all of
their reality is a prison.
Actually, worse things could happen if we gods
allowed them to happen. For example, we could
have it that NPCs didn’t regrow their heads
following decapitation. If we did choose not to
allow the regeneration of detached or damaged
body parts, though, then after a while the whole
NPC population would be invalided through
accidents. Besides, it rather runs counter to the
spirit of immortality if you have to spend the rest
of eternity in a bowl because you were run over by
a steamroller; were we to implement immortality,
How to Be a God
392
then, we’d probably want to have invulnerability
come with it
26
.
So, we should give them immortality (plus
invulnerability) by default but let them die if they
want to escape this fate?
Well, we could certainly contemplate allowing
them to decide for themselves when to die,
permitting suicide but no other form of death.
They’d still have a life of no consequences, though.
They could behave in as ghastly a way as they
desired to other NPCs; the worst repercussions
would involve being locked away for a few years. A
few years is nothing if you live forever, and neither
is a hefty fine.
Perhaps, then, we should allow them to live
forever but be killable. They don’t age or die of
disease, but now decapitation has a similar effect
on them as it does on us. This would make them
have to get along with one another. Their actions
would have consequences; their lives would have
meaning.
We could still grant some of them full
immortality, of course. Reality’s gods can lead
meaningful lives and yet remain immortal. Zeus
and the other Olympians may not themselves ever
die, but we do; by interacting with mortals,
immortals can experience some of the effects of
26
Not if we didn’t care, of course, or if we did care but rather
liked the idea of subjecting our NPCs to torment in
perpetuity.
Chapter 7 Morality
393
mortality. If you can’t die but your child can then
looking after your child gives your own life
meaning, regardless.
We could do this for some subset of our NPCs if
we wished. We’d let these lucky ones live forever
and the rest not. We couldn’t allow them all to live
forever, though: someone has to be able to die, or
that whole death-brings-meaning vibe wouldn’t
apply.
Another consequence of giving all NPCs
immortality is that if we were to let them breed
then we’d have an ever-growing number of them.
Where would they all live? They’d expand until
they filled the universe, like tribbles out of Star
Trek.
Oh, wait, no they wouldn’t. We can enlarge their
universe as much as we like. If it looks close to
getting full, we can just add some more of it
doing so automatically if we coded it right.
Eventually, we may approach a hardware limit, but
even that would merely imply that the world
would run slower and slower (looked at from
Reality; its NPCs wouldn’t notice any difference).
Suppose that we did decide to allow our NPCs
to die by a hand other than their own, or even by
the environment (if they accidentally fall down a
mine shaft, they’re gone). Do we still make them
live forever otherwise, or do we time-limit their
lifespans so they’re going to die when they reach
the age cap no matter how careful they’ve been? If
we did decide to give them finite lifespans, we
How to Be a God
394
could zap them dead instantly when the time
came. That would be clean and entirely painless.
Alternatively, we could gradually degrade their
systems until a major one failed, whereupon death
would occur; we’d ensure that this was pretty well
guaranteed to happen before the NPC reached the
age of, oh, let’s go with 140. We could make the
process come with so many inconveniences that
eventually death was a welcome release.
Of course, if having them welcome death is
what we want then we can do better than this. We
can introduce diseases, parasites, icky fungal
infections and all manner of other conditions that
will finish someone off well before their theoretical
maximum age. We can even have them spawn dead
if we want.
So, which of these possibilities are we going to
go for?
Remember, we’re assuming that these NPCs are
sapient. What I’m asking you is whether you want
to murder them or not.
If you do then as a bonus you get to decide how
much you want to torture them first.
Now if you don’t actually care about your NPCs,
you can make your decision objectively. You’d
probably want them to die, because then the
players who play your virtual world will find it
more realistic and perhaps more fun. Sure, the
NPCs may be sapient, but they’re sapient bits in a
database and it’s your database so tra-la-la, they’re
Chapter 7 Morality
395
not real people and you can do with them (or their
bits) whatever you fancy.
If you do care about your NPCs, you have a
tough decision to make. Are the consequences of
not having them die worse (for them) than the
consequences of having them die?
You can’t get around the problem by
retroactively removing sapience from your NPCs,
because the effect of this is pretty much the same
as killing them anyway (the independent-thinking
individuals they were no longer exist).
Furthermore, because your NPCs are sapient
they’ll have free will; with free will comes the
capacity to be a jerk. Some will be bigger jerks than
others, causing their fellow NPCs suffering and
torment. You can’t stop them from being jerks
without removing their free will, but to do that
would (as I’ve just mentioned) effectively kill them.
Should death be the penalty for being a jerk?
It seems a bit disproportionate, given that
jerkness is a spectrum.
Should death be the penalty for encountering a
jerk?
This also sounds a tad unfair, but if your world
allows for NPC deaths and your NPCs have free
will then some NPCs will be big enough jerks that
they’ll kill others.
We could, if we wished, have it that if an NPC
misuses their free will and kills another NPC, it’s
the one doing the killing who dies; the other, we
can patch up good as new. After all, it could be
How to Be a God
396
argued that it’s a little excessive for an innocent
NPC to have to die so that their loved ones,
through grief, can grow as people and their killer
can develop a conscience.
These questions aren’t merely rhetorical.
They’re actual, legitimate questions that someone,
at some point in the future, is going to have to
answer. If your virtual world has intelligent NPCs
then you, as the god of that reality, will be that
person.
Would your answers be the same as the ones a
god of Reality might give, or has given, with regard
to dealing with free will and jerkness?
For the past few pages, I’ve talked about death
as if it were absolute, but in today’s virtual worlds
it’s not. Dead NPCs don’t stay dead, they respawn.
Perhaps respawning, rather than oblivion, is a
more reasonable way to deal with the aftermath of
a future, sapient NPC’s death?
Well, it does still mean that your NPCs will live
forever, albeit possibly in patches. The efficacy of
respawning depends on how long they’re out of it
before you bring them back
27
. Even short delays
could give this kind of death meaningful
consequences: the NPC concerned could miss an
event to which they were looking forward. Then
again, smart NPCs might choose death-with-
27
Increasing this period is a neat way of avoiding
overcrowding.
Chapter 7 Morality
397
respawn as a way of missing an event that they
were dreading.
If you determine that your dead NPCs will
respawn, you then have to decide what of them
respawns. Do they get the same body, or a new one
that doesn’t have a spear through its heart? If they
do get a new one, does it look the same as the old
one or could it be radically different
28
? Also, do
they retain any of their old memories post-
respawn? If they don’t then are they really the
same person or a different one inhabiting the dead
one’s (possibly new) body?
Plenty of accounts of what happens when you
die in Reality have you being reborn and starting
from scratch again with no memories of your
previous existence. Would you want that for your
NPCs? If so, why? All that the new character would
share with the old one would be the use of the
same bits in the database; is that really enough
that you can legitimately say it’s the same person?
If I close my word processor and open my
spreadsheet, the latter could happen to be loaded
into the same PC memory locations as the former
was; is this a basis for saying they share an
identity?
We can be selective about all of this. You could
make it that NPCs who respawned got their old
28
“Hmm, I don’t think I had this many Y chromosomes before
that bungee rope snapped. I’m pretty sure I wasn’t a
porpoise, too.”.
How to Be a God
398
memories back when they reached the age of 21.
You could phase or instance their reality, so that in
one copy of it a killed NPC lives on and in another
they cease to be; that way, you’d obtain whatever
benefits you saw in having them die, but without
having to bother your conscience excessively. You
could implement unprecedented ideas, such as
making it that they respawn in two bodies as the
same person simultaneously. We’re gods, we can
do whatever we like!
Why would we want to do any of this, though?
Why would we not want to do it?
I have my own opinions of course I do but
this isn’t about my opinions: it’s about yours. In
dealing with the mortality or otherwise of free-
thinking, intelligent NPCs, you could decree any of
these solutions (and many more besides).
How would you handle the deaths of those to
whom you had given life? More to the point, why
would you do it that way as opposed to some other
way?
Would you even have death?
The Soul of an NPC
The fundamental question of morality for gods is
how to treat their creations.
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399
Although “creations” here formally includes
everything from gold dust to interstellar voids, the
biggest issues concern those creations that are
sapient beings. For virtual worlds, I’ll therefore be
continuing my assumption that it’s the future and
your NPCs are sapient in some way, although for
many people the more easily-satisfied condition of
sentience is enough to bring issues of morality to
bear
29
. Also, although I’ll perhaps be pushing at
your moral boundaries by asking awkward
questions, I won’t be prescribing any answers. It’s
up to you, not me, to decide how you’d treat your
intelligent NPCs. I may have my own ideas on what
I’d do, but I’m not you; I’ve merely thought about
this for longer than you have.
Let’s start with a question that isn’t awkward
30
,
though: will your NPCs have souls?
There are two ways to look at this. The first is
to ask whether they have souls at the level of
Reality (that is, some means by which you as a
human being have a soul also works for them). If,
say, God gave you your soul then presumably God
could give your NPCs souls, too; you could well
meet them in your shared afterlife.
We haven’t had virtual worlds for long enough
to discern if NPCs have actual Reality-level souls or
29
Killing animals is cruel because they may get anxious
immediately before you put a bolt through their brains, but
plants and fungi, well, they deserve it.
30
Its answer certainly is, but the question itself isn’t.
How to Be a God
400
not, but as they’re pretty mindless at the moment
31
we’re probably safe in supposing that they don’t.
This may change should they acquire free will. If it
does then whether it’s a good idea or not is really
dependent on the source of the souls; a progressive
god might be pleased to dish them out; a
reactionary god could take a rather more hard-line
view. We, as the NPCs’ gods, would only get to
delimit what could carry such a Reality-level soul.
The second way to look at the question of
whether NPCs have souls is at the level of the
virtual world. Will you, as the designer of the
virtual world, be giving each of your NPCs a soul?
32
It doesn’t matter for now how you’d implement
the concept as an entry in a database, or a
random-number seed for procedural generation, or
a bot attached to a character, whatever it’s just a
general question. Would you incorporate an
immortal element into your NPCs make-up such
that either it affected their actions, their actions
affected it, or both?
You might decide that no, you don’t want your
NPCs to have souls. They in turn might decide that
they do have them, though, and act accordingly.
31
For the purpose of this observation, we’re temporarily not
in the future.
32
Arguments can be made that you have to do so, because
souls are necessary for life. Plato outlines four such positions
in Phaedo (Plato, trans. 1892), but as each one took me a page
to describe and (for virtual worlds) to dismiss, I decided to
spare you the tedium of the discussion by cutting it.
Chapter 7 Morality
401
Are they somehow giving themselves souls if they
do that? Or does a soul have to be more concrete in
programming terms to qualify?
Let’s say you do decide that your NPCs have
souls. You either generate a new soul when a new
NPC appears, or you take one from stock (possibly
one that’s already been used, reincarnation-style).
If you don’t reincarnate then once they’ve been
used
33
you either have to preserve the souls of the
deceased somewhere
34
or to obliterate them
entirely. The dead vastly outnumber the living in
Reality, so you could expect the same thing to
happen with your virtual world after a while, too.
Nevertheless, given how inexpensive hard drives
are these days, and the rate at which capacity is
increasing over time, you’re probably OK storage-
wise for a while yet.
Taking a soul from stock assumes a stock of
souls. Reincarnation has a bit of a numbers
problem in Reality, because the living population is
constantly growing; therefore, it’s not the case that
the moment one body stops working another body
immediately becomes available bodies are being
produced faster than souls are becoming reusable.
You can address that in your virtual world, of
33
This is a euphemism for “once you’ve killed the NPC”,
which you’re perfectly within your rights never to do. For the
sake of the argument, though, let’s say that after reading the
previous section of this book you decided that NPC mortality
was nevertheless the way to go.
34
Please don’t suggest a blockchain.
How to Be a God
402
course, simply by not allowing births until
someone dies to free up a soul. If you don’t do this,
however, you’ll need to have a vast reserve of souls
(at least equal to the number of NPCs who can
possibly exist at once) queueing
35
patiently to be
reincarnated; either that, or when you want a soul
and your reserve is empty, that’s the point at
which you create a new soul to use.
So, you have either a recycled soul or a freshly-
made soul, and you need to attach it to a body in
your virtual world. When will you do that?
If your NPCs are born fully-formed, it’s not
really a problem: the body appears out of nowhere,
you attach the soul to it and off it goes. If NPCs are
born using a similar kind of process to that which
humans use in Reality, though, you’ll need to invest
some thought in it.
The first point at which you could associate a
soul with an NPC is at conception. Now if your
virtual world is anything like Reality, roughly one
pregnancy in eight will end in miscarriage
(National Health Service, 2018) more if you count
the ones that happen before the pregnancy is
noticed. Are you going to fix that in your virtual
world? If not, will you simply obliterate the
miscarried soul, or put it back in the queue for
rebirth (possibly at the front), or send it to an
afterlife? If it’s an afterlife, would that be a pleasant
35
I do enjoy the fact that this word has five consecutive
vowels.
Chapter 7 Morality
403
one (the soul has done nothing wrong) or an
unpleasant one (the soul has done nothing right)?
You might decide to wait until the unborn
virtual foetus develops enough of a mind to be able
to make decisions before you allocate it a soul.
However, depending on what your criteria for
judging free will are, this stage could still be
arrived at before the NPC is miscarried. OK, well in
that case perhaps you should wait until the NPC is
capable of surviving birth and attach a soul then?
Or wait until the child is actually born?
That would at least give the soul a shot at
independent life, but unless you did something
about it you’d still end up attaching souls to some
bodies that are born so severely disabled that they
don’t have and never will have the capacity to
support any sense of self, let alone a decent quality
of existence. If you give those bodies a soul, why
wouldn’t you also give a soul to very clever
animals? Maybe you do. What’s the cut-off point in
intelligence for soul or no soul then? If you recycle
souls, is this your way of keeping ones that are
problematic in some fashion out of circulation?
Perhaps you wait for a while after a baby has
been born, attaching a soul discreetly when it
starts to communicate. You could even let other
NPCs determine when a soul is attached, through a
process such as baptism. That way, souls wouldn’t
be disadvantaged by being attached to a body that
lacks the hardware to execute free will. They would
How to Be a God
404
merely be disadvantaged (or advantaged) by the
situation of the parents you gave them.
There is a way out of having to make these
tricky decisions, by the way. You’re a god: you can
make the act of giving an NPC a soul (at
conception) itself guarantee that the NPC will
develop into a fully-formed being with free will.
Basically, you make the ones you give souls to
invulnerable until they’re capable of making their
own decisions concerning their destiny. This does
mean that you have to decide what to do with
those soulless individuals who somehow manage
to survive for as long as those to whom you give
souls. Your choices are: arrange for them to die
(“they have no souls, so it’s not really murder”);
allow them to live on without a soul (“no-one will
notice, least of all them”); or recognise their
persistence by giving them a soul (“they’ve earned
their freedom”).
Also, remember that as a god you get to decide
not only when to attach a soul, but when to detach
it. Even if you go with the fully-born-as-an-adult
approach, does it remain the case that some NPCs
will die within a day yet others will be rewarded (or
punished) with a long, long life? You have to
determine what solution you’d find morally
acceptable.
Maybe you’ll decide it’s not worth the effort and
resolve not to implement souls at all.
Now, I’ve asked a lot of questions here. These
are questions for you to answer, in readiness for
Chapter 7 Morality
405
when you’re a god of a virtual world with sapient
NPCs. Note that I’m not asking what [insert name
of a god of Reality here] would do you don’t get to
pass the buck. I’m asking what you would do
regarding the question of whether you’d give your
NPCs souls. Your virtual world is not Reality, and
any decisions made about why souls may or may
not exist in Reality can’t be assumed to apply to
your virtual world. You have to determine whether
to have souls in your world, and if so then who gets
one and when.
In practice, how you would answer these
questions really depends on what you want your
NPCs to have a soul for. Why would you give them
one? What kind of information would it contain?
Do you want a full personality inventory or would
a conception number suffice?
Why would you want to record a soul anyway,
for that matter?
The most common reason among gods for
giving their creations souls is, in a word, metrics.
One of the jobs of Anubis, the jackal-headed
Ancient Egyptian god, is to weigh the heart of a
dead person
36
against the feather of the god Ma’at.
The heart is where the soul
37
can be found, and
Ma’at embodies truth, order, law, justice, balance
36
It’s impractical for living people.
37
Souls are made up of many components, but these stick
together while you’re alive and for long enough afterwards
that Anubis can weigh them.
How to Be a God
406
and morality
38
. Souls that are lighter than Ma’at’s
feather ascend to the Field of Reeds (desirable);
souls that are heavier are eaten by the crocodile-
lion-hippopotamus god, Ammit (undesirable)
39
. The
Book of the Dead is silent on what happens if your
soul weighs exactly the same as Ma’at’s feather, so
probably wasn’t written by a programmer.
Implementing Anubis’s scales is fairly easy: for
each new soul, you just have to initialise a counter
with a number of penalty points (possibly zero, but
more if you like the idea of original sin)
representing the amount more than Ma’at’s
feather that the soul weighs. You add points for
bad deeds and subtract points for good deeds
40
. If
the running total of penalty points is negative
when the character dies, their heart weighs less
than Ma’at’s feather so off they go to the Field of
Reeds. Otherwise, it’s feeding time for Ammit.
Many virtual worlds already do something like
this for player characters, most obviously with the
light-side, dark-side mechanic of Star Wars: the Old
Republic. Indeed, so often does this kind of in-game
38
Ancient Egyptians can correct me if I’m wrong, but I
suspect it may actually be more accurate to say that truth,
order, law, justice, balance and morality embody Ma’at.
39
Reminder: I use the term god in a gender-inclusive fashion
throughout this book, so don’t write to tell me that Ma’at and
Ammit are both female, please I do know this.
40
A similar tallying approach is employed at Christmas with
regard to whether children have been naughty or nice.
Chapter 7 Morality
407
action-based marking take place for assorted
purposes, it has a name: it’s a reputation system
41
.
Today’s reputation systems apply to player
characters only. They don’t apply to NPCs, because
NPCs don’t have enough free will to merit one. If
they did, though?
Well, you could use a mechanism like this to
decide which of your NPCs deserved something
pleasant after they died and which of them
deserved something less-than-pleasant. A soul
arrives, you look at its weight, and determine on
that basis whether it’s going to the good place or
the bad place
42
. If you’re forgiving, you could send
someone to the good place even when their
scorecard says the bad place
43
.
As it happens, the weighing isn’t the hard part.
The hard part is the adding and removing of points
every time someone does something bad or good.
That’s a value judgement. Would you do it
personally, deciding for each NPC on a case-by-
case basis whether their actions were legitimate or
illegitimate? Or would you automate it instead
44
?
41
These are also sometimes known as karma systems (Knoll,
2018) or morality meters (Formosa, et al., 2022).
42
Ancient Mesopotamians will be smiling here, as they know
there isn’t a good place, just a bad place Kur.
43
Sending people to the bad place when their scorecard says
the good place is also an option.
44
There are already classic role-playing games that simulate
this for player characters, if not non-player characters
(Casas-Roma, et al., 2019).
How to Be a God
408
There could be millions of NPCs, and reputation
systems are notoriously exploitable (Farmer, 2012).
You could always have the NPCs judge themselves
(so if one does something that it knows it
shouldn’t, that’s a mark against it), but your
difficulty there is that they may be mistaken. They
may think a mercy killing is good but you may
think it isn’t, or the other way round; unless you
explicitly tell them, they’re not going to know –
and if you do explicitly tell them, well they’re now
grounding their actions in their fear of retribution
rather than as a consequence of their own
righteousness.
Let’s say you do want to tell them whether an
action is good or not. You can achieve this by
sending its rating to the mind of the NPC in
question as a kind of sensory input: in the same
way that they can tell hot from cold, they can tell
right from wrong. That might make it a little too
easy, though, leaving little need for reflection on
their part and no need for metrics on yours.
If you want to tell the NPCs how to behave, but
in such a way that they have to make continual
interpretative appraisals of their actions that you
can subsequently measure, you basically have four
ways of doing so.
Firstly, you could appear at regular intervals
and repeat your message. Every year, say, you’d
show up and state the rules. You wouldn’t have to
have a Q&A (you’re a god, after all), you’d just tell
everyone the rules directly. You may wish to send a
Chapter 7 Morality
409
demigod or other supernatural being to read the
rules for you if your majesty is too great for your
NPCs to comprehend, but this would be easy to
arrange. That said, making regular, scheduled
appearances to deliver a message is an option that
has never been exercised in Reality (as far as I can
ascertain), so it may come with subtle
disadvantages of which I’m unaware; there’s no
obvious reason it wouldn’t work for a virtual world,
though.
Secondly, you could appear just once to deliver
your message. You’d make sure that your words
were recorded verbatim, to reduce the room for
misinterpretation. Later generations of NPCs, who
have missed your appearance, will still be able to
access your message through the recording (or a
certified transcription of it). In Reality, this is what
the god of Islam did: he arranged for the angel
Gabriel to recite the content of The Qur’an to the
prophet Muhammad, who wrote it all down. This
approach works fine, but you are somewhat reliant
on a single person to disseminate your words;
unless you choose that person wisely
45
, you might
have to keep repeating the exercise until you find
someone capable enough to carry it through.
Thirdly, you could appear for an extended
period, during which time you’d recite your
message a bit at a time. If your NPCs didn’t seem
to get it, you could repeat it in different forms until
45
Muhammad was clearly a good choice.
How to Be a God
410
they did. You wouldn’t have your words recorded
directly-as-spoken, but instead would encourage
literate individuals to write down later what they
remembered. This would ensure that the rules
most important to them were the ones they
highlighted. The result would be a set of
regulations that largely reflected your views but
which were subject to reinterpretation if the
virtual world’s society moved on. In Reality, this is
what the god of Christianity did: he appeared as
Jesus but never wrote anything down himself,
leaving the writers of the gospels to put their own
particular spin on events.
Fourthly, you could go open source. You’d
maybe set the ball rolling by introducing ideas, but
you’d do so to NPCs with no recording ability (so
that they couldn’t write the ideas down and
thereby ossify them); generations of NPCs could
then work through the ideas, adding their own
interpretations and metaphorical restatements.
After a while, there’d be a whole morass of
different perspectives through which your NPCs
would have to navigate in order to figure out how
they should behave. This very act of navigating
would then itself become a path to understanding.
In Reality, this is what seems to have happened
with Hinduism: eternal truths were revealed to
sages thousands of years ago, and analyses of these
truths in the intervening millennia have offered up
myriad ways to think about them.
Chapter 7 Morality
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For your virtual world, these are all decent
templates; you can, of course, decide on some other
way to convey your message, but given that the
second, third and fourth of those I listed are tried
and tested, they’d obviously be among the front-
runners. Id nevertheless recommend the first way
myself, because it reduces the chance that some
rogue NPC just makes up a god and promulgates
an unhelpful message supposedly emanating from
this figure. If you, or one of your agents, can be
relied upon to appear periodically and explain the
true rules of behaviour, this would prevent such
invented messages from accruing credibility. You
can then judge souls in the knowledge that the
NPCs in recent possession of them were fully
appraised of the correct parameters of evaluation.
You can side-step this whole question, by the
way, simply by preordaining at birth whether an
individual is good or evil. Then, when they die, you
can reward the former and punish the latter
without having to bother examining how they
conducted their life. This does have an aroma of
unfairness about it, but no-one said gods had to be
fair.
As for why you might want to judge souls in the
first place, well as I said, the majority of publicised
reasons involve some kind of assessment. Most of
the gods who favour such judging in Reality seem
to want to do so to encourage moral behaviour, but
that doesn’t mean that we have to use the metrics
we gather for similar purposes. If we so chose, we
How to Be a God
412
could allow NPCs to enter paradise based on how
well they looked after their teeth, as some kind of
advertisement for dental health products in
Reality. We don’t have to reference their morals in
our filtering metric at all we can use any of an
NPC’s properties. If you find a particular NPC
interesting or entertaining, you may want to give
it another opportunity to live so that you can see
what further madcap adventures it has. You might
even want to ascend it to Reality, so you can meet
it and hang out together. Perhaps NPCs are more
intelligent than we are, and you’re judging which
to bring to Reality to solve some important issue of
the day. There are many possibilities.
If you don’t plan on judging your NPCs, there
are few compelling reasons for giving them souls.
The main one would be for back-up purposes, so
you can restore the being of an NPC in the event of
an error (say, death by programming mistake).
This would suggest that souls can be copied,
implying that in theory you could, if you wanted,
have duplicated souls be present in the same
virtual world at once. This would certainly help if
the number of souls in your pool was less than the
number of bodies that needed them. There are no
claims that this happens in Reality, though, so if we
human beings do have souls then either they’re so
woven into the fabric of Reality as to be
inseparable from it or there’s no god that wants
individual souls to exist as multiple copies.
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Before I leave the subject of souls, I’ll mention
another way of having them which side-steps the
problematic possibilities introduced by a soul-
copying solution. It could be that players act as
souls. NPCs don’t have souls, but player characters
do. If you think about it, what happens to a player
character is very similar to reincarnation
(Mukherjee, 2009). The player logs in, the character
blinks into existence, the character exists until the
player logs off, whereupon it blinks out of
existence until the cycle repeats.
If this is how souls work in Reality then we
human beings could actually be player characters
rather than NPCs we just don’t know that we are.
That said, in Reality we don’t remember any
existence we might have beyond it
46
, whereas in
virtual worlds we are fully aware of our existence
in Reality, so such an account seems unlikely.
That’s today, though. The issue will doubtless
be easy to remedy using the memory-suppression
technology that we’ll have invented by the time we
have sapient NPCs. We could turn players’
memories of Reality off while they were playing,
then turn them on again when they stopped
46
There are many examples of people who claim to
remember past lives in Reality, but hardly any who claim to
remember past lives in a higher reality. Although the former
could in theory provide evidence for the correctness of their
memories by referring to as-yet-unknown information that is
subsequently uncovered, the latter could only hope to do so
by corroborating one another’s testimonies.
How to Be a God
414
playing. Worryingly for this proposal, it’s not
immediately obvious why we wouldn’t want to
retain our higher-reality memories. Might we
perhaps be being judged by others in Reality in a
manner which would be compromised if we
remembered the fact? Could we perhaps be
judging ourselves in Reality?
One way to examine your own morality is to see
how nice you are to people you don’t know. If the
person you don’t know is yourself, that’s going to
accelerate your process of moral development
more than somewhat.
Being Moral Beings
A moral being is one who is capable of
comparing his past and future actions and
motives, of approving of some and
disapproving of others.
(Darwin, 1871)
47
Are your NPCs moral beings?
Come to that, are you a moral being?
47
This is from the 1871 first edition. The 1874 second edition
puts it slightly differently: “A moral being is one who is
capable of comparing his past and future actions or motives,
and of approving or disapproving of them.”. You could say
that Darwin’s views evolved in the interim.
Chapter 7 Morality
415
Ethics are rules of moral behaviour defined
externally, such as codes of conduct in business or
the workplace. Morals are your own, personal
principles regarding what’s right and wrong
48
.
Morals are often informed by ethics: your view
of what’s right may come from the ethics espoused
by a political manifesto, say, or from the principles
of a religion laid down in one or more sacred texts.
A clear explanation of the distinction between
morals and ethics was given by Cynthia Payne,
who became a cause célèbre in 1980s Britain after
being imprisoned for “keeping a disorderly house”
(that is, a brothel). Her establishment was
frequented by pillars of society such as members of
parliament, lawyers, company directors, clergymen
and at least one peer of the realm. When asked on
the BBC’s Newsnight why she wouldn’t name any of
her famous clients, she replied, “Well my morals is
low, but my ethics is high”.
Ultimately, your morals are your own. Whether
other people believe that you’re moral or immoral
depends on their own morals. Nevertheless,
common approaches to thinking about morality do
exist, which can be collected and aggregated to
create independent, self-consistent theories of
ethics. These theories may then be applied
48
In many traditions of south Asia, the ability to distinguish
right from wrong and to act in line with this is what
separates humans from (other) animals. It’s a key component
of the concept of dharma.
How to Be a God
416
(possibly by a god) to determine if an action is or
isn’t ethical. This approach is called normative
ethics.
There are several such normative theories, the
four main ones being:
Virtue ethics. This system rates certain
character traits as being positive (say,
courage, prudence, justice and
temperance
49
) and their opposites as being
negative. Its main problem is that people
may disagree over what’s positive and
what’s negative.
Consequentialism. This system rates actions
as being moral or not depending on what
happens as a result of doing them (say,
leading to the most happiness for the most
people
50
). Its main problem is that people
may have different priorities in assessing
result desirability.
Deontology. This system bases morality in
following rules out of duty. Your actions are
more important than their consequences.
The rules capture ideas that are intrinsically
good whatever (say, doing what a god tells
49
These particular four were the cardinal virtues of Greco-
Roman antiquity, which later fed into Christian theology.
50
This particular example is called utilitarianism. Maximising
your own happiness is egoism.
Chapter 7 Morality
417
you to do
51
). Its main problem is in deciding
what’s intrinsically good.
Social contract theory. This system bases
morality in the rules that people will follow
on condition that other people will also
follow them. Its main problem is that other
people may not follow them
52
.
All of these approaches basically push the
problem of morality one step back. They still
require the morals of individuals to guide the
criteria that the theories employ. People can and
do have different ways of looking at things; the
feminist-formulated ethics of care emphasises
interpersonal relationships as virtues, for example,
rather than traditional male-oriented virtues such
as ambition and magnanimity. Entire cultures can
judge actions in different ways: in some parts of
the world, bribery is acceptable because it’s the
only way some people can afford to live; in others,
bribery is unacceptable because it’s the only way
some people can afford to live.
Note that if you have a theory of mind, you will
benefit from an understanding of the ethics and
morals of others even should you have neither
51
This is divine command theory. Not killing someone because
your god told you not to is moral; not killing someone
because you simply can’t be bothered is not moral. For virtual
worlds, of course, we’re the gods.
52
In games, the magic circle is a form of social contract.
Those who aim to satisfy the win condition without following
the rules are cheats (Suits, 1978).
How to Be a God
418
yourself. You can’t simply ignore them as being
someone else’s problem
53
.
So, let’s suppose that you do have a sense of
right and wrong (that is, you’re not amoral). Your
standards may not be in keeping with those of the
majority (that is, you could be immoral in the
majority’s opinion), but you nevertheless have
them.
Your moral code will affect how you behave in
Reality. It may, for example, influence whether you
play computer games or not (Reynolds, 2002). That
isn’t what concerns us here, though. What you do
in Reality is your own business; we’re interested in
what you do in and (especially) to virtual worlds.
There is a lot of ongoing work on the subject of
the ethics of Artificial Intelligence, almost all of
which concerns artificially-intelligent entities
situated in Reality. Are they safe? To what rights
are they entitled? Do they threaten human
dignity? What moral agency do they have? Are
they biased? Who is accountable if Things Go
Terribly Wrong?
53
Example: suppose that your friend is hiding you from your
enemies, One such enemy asks your friend where you are. If
your friend lies, you live; if your friend tells the truth, you die.
You really would want to know if your friend subscribed to
the ethics of deontology at this point (“I cannot tell a lie”),
regardless of your own views on the subject.
Chapter 7 Morality
419
Much of this work is relevant to virtual
worlds
54
, but practically none of it considers the
peculiarities of virtual worlds. In particular, it’s one
thing to look at your moral obligations towards
artificial intelligences in a world you didn’t
manufacture, but another thing entirely to look at
them in a world you did manufacture.
This is what we’re going to look at now.
So, the first item on the agenda is to ask
whether we have any moral obligations to our
artificial intelligences (that is, our NPCs) at all.
Suppose you were to stand on a sandy beach. Is
that an OK thing to do? Although I’m sure that
there are some people out there who would find
such an act morally reprehensible, most people
would be fine with it. It’s quite innocuous, and
there’s no harm done.
So, that’s standing on sand. Suppose you were
to crush a piece of sandstone beneath your foot
55
and make some more sand. Would that be OK?
Again, that’s probably going to be fine in most
people’s book.
What about crushing an acorn? Would that be
fine? What about crushing a hen’s egg? An ant? A
spider? A frog? A mouse? A mouse you’d given a
54
If you want to pursue it, (Nevejans, 2016) does a good job of
outlining the various issues.
55
I apologise to people who are physically unable to do this
for implying that it’s something everyone can do, but this is
only a thought experiment.
How to Be a God
420
name to? What about crushing a baby? Or an
adult’s head?
Somewhere in there, you would probably at
least pause for thought. You might be fine with
killing random ants but not random frogs. You
could be extremely reluctant to kill a baby, but
nevertheless do it under the right circumstances
56
.
The entities to which your morals apply are said
to be morally considerable
57
. In general, all moral
beings are morally considerable, but whether
specific kinds of being that lack morals of their
own are morally considerable depends on your
morality. Babies, for example, have insufficient
mental advancement to be able to compare their
past and future actions or to approve or to
disapprove of them; nevertheless, despite babies’
clear absence of morals, most people would regard
them as morally considerable. After all, if humans
are the only entities that we know for sure can be
moral beings, it makes sense to treat all humans as
morally considerable lest we’re wrong in individual
cases. This is known as the argument from species
normality.
Opposing it, the argument from marginal cases
contends that if certain humans
58
who have no
56
I’m sure a good many babies died when the Sumerian god
Enlil flooded the whole planet.
57
That’s as in “able to be considered”, not “sizeable”.
58
These are the marginal cases. Babies are an example of a
marginal case, along with people who have advanced
Chapter 7 Morality
421
mental capacities beyond those of animals are
nevertheless morally considerable then the
animals should also be morally considerable. The
problem here is that animals have marginal cases,
too, so an independent termination condition is
required or everything ends up being morally
considerable and therefore all deliberate acts
become inherently immoral.
If you draw your line of moral considerability at
personhood then animals other than human beings
are not morally considerable they lack sapience.
In the era of slavery, even some humans were
59
considered no better than animals, therefore they
were not accorded personhood and the moral
consideration that goes with it.
Other people regard sentience as their red line.
If a creature can suffer then that makes it morally
considerable: it’s wrong to crush a mouse
underfoot because it would feel pain
60
. Jain
ascetics famously sweep the ground before them
as they walk, so as to avoid the careless killing of
insects and even smaller organisms, reasoning that
to hurt others is to hurt oneself.
Alzheimer’s disease, profound autism, or certain other
conditions.
59
Or are, as slavery does still exist.
60
Smashing it briskly with a sledgehammer would end the
mouse’s life before the pain receptors had time to send
signals to what used to be the mouse’s brain, but this is also
generally frowned-upon.
How to Be a God
422
There’s also a commonly-held view that a
hierarchy is involved in moral considerability. It
accepts that sentient beings are morally
considerable, but holds sapient beings to be more
important. This would indicate that given a
straight choice between saving a toddler or saving
a dog, you should save the toddler. Extending this
hierarchy downwards to include inanimate objects
is how those ideologies such as environmentalism,
that do regard everything as being morally
considerable, are able to avoid the stifling
constraints on action that would otherwise be
implied.
I’m not going to discuss the “right” way to look
at moral considerability here. After all, it’s been
debated for thousands of years and has yet to be
resolved; adding my own drop of moral opinion
isn’t going to make any difference. For the
purposes of this book, whether acorns or frogs or
named mice or babies are morally considerable
isn’t the issue.
For virtual worlds, the question we need to ask
is whether NPCs are morally considerable
61
.
If (according to your moral code) they are then
this gives you responsibilities. If they’re not then
61
This is a question that is indeed asked in the film Free Guy.
If you haven’t seen it yet, do yourself a favour and watch it: it
raises a lot of the issues I cover in this book, and in a far more
entertaining manner, too.
Chapter 7 Morality
423
they’re mere grains of sand that you can do with
whatever you please.
At the moment, NPCs in virtual worlds are not
all that intelligent. There are far more
sophisticated pieces of software around, and it
would be hard to argue that NPCs are morally
considerable unless you’re also willing to concede
that, say, air traffic control systems are also
morally considerable
62
.
However, as we’ve been looking to a future in
which we’ll have NPCs who are at least as clever as
we are, the question becomes significant. It’s
highly advisable that we sort out our position
before this future arrives, rather than wait until it
does and then be caught on the hop.
If intelligent NPCs are morally considerable
then we, as moral beings, have to make sure we do
them no wrong. Furthermore, if intelligent NPCs
are moral beings themselves, our response must be
even stronger: we have to protect the intrinsic
rights they possess for being moral beings.
If, however, NPCs (no matter how smart they
seem to be) are merely pieces of software just like
any other, it could be argued that they are not
morally considerable.
Bear in mind that if your NPCs perceive
themselves to be moral beings but you don’t
perceive them as such, they’re going to think
you’re a jerk. As Alphinaud Leveilleur, an NPC in
62
That said, a fair case can indeed be made (Tomasik, 2014).
How to Be a God
424
Final Fantasy XIV, neatly puts it (spoiler: having
just discovered that his world was created by the
actions of beings who as a consequence don’t
regard him as properly alive): “We define our
worth, not the circumstances of our creation!”.
Supposing that you accept that your NPCs are
moral beings, where would you put them in a
hierarchy of importance? For example, are sapient
NPCs in a virtual world more or less important
than merely sentient critters in Reality? Given a
straight choice between saving a real dog or a
virtual saint, to which would you give priority?
What I’ve said so far applies to people playing
virtual worlds as much as it applies to people
designing them. How a player reacts to an
intelligent NPC depends on the extent to which
that player regards said NPC as being morally
considerable. Gods, though, have a further
problem.
One of the reasons that some people in Reality
believe it’s wrong to be unkind to animals is that
animals can suffer (that is, they’re sentient).
Monkeys are not indifferent if you kill their infants.
Tying a firecracker to the tail of a cat is not the
same as tying one to a fence. A sheep will get upset
if you stub out a cigarette on its nose. Because
animals can suffer, the argument goes, it’s not
morally right to mistreat them.
Can NPCs suffer?
Ah, well that’s the thing: as a god of a virtual
world, you get to decide if they can or not.
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As a god, it’s possible to stop all suffering very
easily: you simply don’t implement the concept.
Whatever happens to your NPCs, they bear it
stoically. You can give them an awareness that
things aren’t going well, so that if they break a
bone they can seek treatment. It doesn’t have to
hurt, though; it doesn’t have to cause them
distress. It can look as though it does, but acting as
if in pain isn’t the same as actually being in pain.
In Reality, pain is useful because it can dissuade
you from doing something stupid such as picking
up a red-hot coal. If we didn’t have pain, we
probably wouldn’t have extended the evolutionary
tree quite as far as we’ve managed. Our NPCs don’t
have to have evolved, though: as certain gods seem
to have done in Reality, we can create our NPCs
from nothing. That being the case, why would we
make them suffer? If making morally considerable
creatures suffer is a bad thing then we’re doing a
bad thing merely by implementing the concept of
suffering for them!
Why, then, would you make intelligent NPCs
suffer?
Note that it takes more effort on your part to
make your NPCs suffer than it does to make them
not suffer. If, for you, NPCs are not morally
considerable in the first place, they’re just soulless
bits in a database that people are projecting
emotions onto as they might characters in a book,
then you wouldn’t bother to add suffering: from
your perspective, there’s nothing there that can
How to Be a God
426
suffer. Sure, they may have the empirical
appearance of being intelligent, but they’re merely
the emergent consequences of interacting
software processes. You’d no more make them
suffer than you’d make water suffer by having it
fall off a cliff in a waterfall.
If you do adopt this position, by the way, bear in
mind that you yourself are an NPC of Reality. By
your own argument, you yourself aren’t morally
considerable. This means that no-one has to pay
any attention to your opinions whatsoever. Enjoy!
Assuming that you are a moral being, then, let’s
try to think of some possible justifications (or at
least explanations) for your implementing
suffering in your virtual world.
Well it could be that you’ve put it in entirely by
accident. Virtual worlds are complicated systems,
and you didn’t foresee that one of the
consequences of something you did over here
would have such a profound effect over there.
Before you knew it, your NPCs had the capacity to
suffer
63
. Perhaps its debug code that you intend to
take out but haven’t got around to yet. It’s top of
your to-do list, though honest!
More plausibly, you could implement suffering
on purpose so as to help your NPCs learn and
adapt. They have free will: unless bad things
happen, they can’t reflect on what’s right and
63
It’s just as likely that instead it could be fences that
acquired the capacity to suffer, of course.
Chapter 7 Morality
427
what’s wrong, so can’t hit the morality targets
they’ll need to hit if they’re to enjoy the pleasant
afterlife you have planned for them. Thus, you have
to grit your teeth and make your NPCs capable of
suffering, knowing that they’ll thank you for it in
the end
64
.
You could decide to implement suffering as a
teaching exercise for your players. If your virtual
world was created to illustrate what life was like in
Nazi death camps, the message might not get
across very well if all the NPC prisoners were
cheerful and happy despite the privations they
were enduring. Yes, you’d have to think long and
hard about deliberately setting them up to suffer
the torments that you’ve specifically arranged for
them to undergo, but perhaps if you were to send
them to an eternity of bliss once they’ve died of
starvation or worse, that would balance it out a bit.
Related to this, you could be running an
experiment. You initialised the virtual world
knowing that suffering could appear, but that it
wasn’t guaranteed to do so, then you let the dice
roll how they may. Yes, your creatures are
suffering now, but leave it for a few more iterations
and perhaps they’ll evolve out of it. You may learn
something important along the way. Then again,
64
This does assume that they live long enough to make such
judgements. You wouldn’t want the suffering to be so bad as
to lead to anyone’s death, for example; that would be self-
defeating.
How to Be a God
428
perhaps you’ve already learned it and have
abandoned the experiment because you now have
the result; the NPCs will cease to suffer once you
get around to taking the server down.
To be honest, all these examples of reasons why
a virtual world might incorporate suffering are
secondary. The main, overwhelming reason to
implement suffering is, as with so much else in
virtual worlds, verisimilitude. Your players can
suffer in Reality (indeed, they may be playing to
escape this); if they go to a world which knows no
suffering, it won’t seem real to them. How can
anyone be the good guy if there’s no suffering to
end? How can a player try
65
to overcome adversity
if there’s no adversity? Therefore, with a heavy
heart, you create NPCs who can experience
suffering, because if you didn’t then no-one would
play and the NPCs wouldn’t exist in the first place.
A crummy life is better than no life at all.
These are merely some of the possibilities.
There are plenty of others. You may be a sadist,
doing it for personal gratification, for example.
The point is, if you’re making a virtual world
then either suffering is some accidental or
unavoidable consequence of the design, or you’re
putting it in deliberately for a particular reason. If
65
“Whoever ‘tries’ is in fact the one who is tried” (Gadamer,
trans. 2013). This quote comes from a chapter in which it is
argued that the existence of art can best be understood
through an appreciation of play (although you have to read a
chapter on the history of German philosophy to get that far).
Chapter 7 Morality
429
you do put it in deliberately, you’d better examine
your morals to make damned sure you’re doing the
right thing.
In the modern societies we have in Reality, the
default position is that it’s immoral to make
morally considerable individuals suffer unless
either: they agree to it; or it’s to save them or
someone else from something worse. Our NPCs
can’t consent to be born into a world of suffering,
because they don’t exist at the time when they’d
need to be asked. If we’re to have a moral
justification for implementing suffering, it would
have to be that not implementing it would lead to
something worse.
What could that “something worse” be?
Well, death (if it were permanent) would be the
obvious candidate. As a corollary, so would
removing free will from a sapient individual,
because (as I’ve pointed out already) such an act is
tantamount to killing them. This leads to the
interesting possibility that suffering is necessary
for a being to have free will. The line of argument
to show this would proceed something like as
follows:
1. Unless bad things happen, you can’t reflect
on what’s right or wrong.
2. You can’t as a result develop morals.
3. You are not, therefore, a moral being.
4. However, all sapient beings can reflect on
what’s right or wrong.
How to Be a God
430
5. Therefore, all sapient beings are moral
beings.
6. Free will and sapience are mutually
dependent.
7. If you have free will, you must therefore be
sapient, so must therefore be a moral being,
so must therefore have developed morals, so
it must be possible for bad things to happen
to you.
8. Hence, unless bad things can happen to you,
you can’t have free will.
Step 5 is the weak point, because (thanks to free
will) although all sapient beings can reflect on
what’s right or wrong, that doesn’t mean they all
will.
It’s worth noting that if it’s OK for you to make
morally considerable beings suffer, you’re basically
greenlighting the possibility that it could be OK for
them to do it, too. You may have had very good
reasons to design a microscopic worm that
burrows into the eyes of small children and makes
them blind, but would you be happy if your NPCs
calculated that because its clearly your will for
these worms to exist, they ought to breed billions
of them and release them into city water supplies?
You could actually stop them: would you? Is it only
you who has final arbitration on what’s right and
what’s wrong in the realities you create, or is it a
case of “it’s the NPCs’ world now, not mine?
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This brings us neatly to the Epicurean paradox
66
.
You, as god of your virtual world, either can or
can’t remove its evils (of which suffering would be
an example). Furthermore, you either want to
remove them or you don’t want to remove them.
We therefore have four possible cases:
You can’t remove its evils but you don’t
want to do so anyway. This means you’re
both weak and malicious.
You can’t remove its evils and you do want
to do so. This just means you’re weak.
You can remove its evils but you don’t want
to do so. This means you’re powerful but
malicious.
You can remove its evils and you do want to
do so. This means you’re both powerful and
benevolent. However, we know you’re not,
because the evils haven’t been removed
67
.
The first two cases aren’t really compatible with
the notion of being a god as they imply that you
can’t change your created reality’s physics. It
depends what’s meant by “can”, though: it may be
that you are able to remove an evil, but that in so
doing too much good would be lost as a
66
So called because the early Christian author, Lactantius,
attributed it to the Ancient Greek philosopher, Epicurus.
67
It’s assumed that you’re not merely lazy.
How to Be a God
432
consequence
68
; you therefore leave the evil in so as
not to throw the baby out with the bathwater.
The third case is a possibility but the fourth
case is the most likely. You’re perfectly capable of
removing the evils, but to do so would cause even
worse evils so you leave them in. Just make very,
very sure there’s no other way to achieve your
ends that doesnt involve leaving the evils in.
I have one final point on this topic. If your NPCs
are moral beings (whether by your definition, their
definition or both), this implies they’ll need to
develop moral codes of their own that are
appropriate for their world. Are you going to let
them do so? I’m supposing here that you do want
them to have free will; if you don’t, you can simply
hardwire in any system of ethics you please and
the little automatons will act accordingly.
If you do want them to have free will, though,
your NPCs will either lean towards amorality or
towards morality. The latter is the one you’re more
likely to encourage unless you yourself are
amoral or capricious, anticipating with relish the
chaos and carnage that will ensue from creating
free-thinking individuals who don’t consider the
effects that their actions will have on others (or
indeed on themselves).
68
For example, in Reality we can stop so many people from
dying in car accidents simply by banning cars. However, the
negative economic consequences of doing this are such that
we’re prepared to take the hit for road deaths over the hit for
having to walk everywhere.
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Let’s go with having NPCs who lean towards
having morals, then.
When I was talking about souls, I discussed
ways by which you might tip NPCs off as to the
kind of behaviour that would score well when it
came to their post-death judgement. You can
certainly do this if you’re of the opinion that you
know what system of morality will work best for
the reality you’ve created. There is another
possibility, though: you don’t give them any hints
whatsoever, and have them work out for
themselves what’s good and what’s bad.
If you did this, what would happen?
Well without knowing what would reward them
in an afterlife, your NPCs would favour what
rewards them while they live. This would create a
kind of evolutionary pressure: those groups of
NPCs who came up with and enforced a workable
ethical code would thrive; those groups that didn’t
would eventually disappear. This is because if
everyone does what the group determines is right,
and it actually is right for advancing the interests
of the group, then the group will flourish; if it’s not
right, the group will wither and have either to
change or to perish. In other words, whatever rules
of behaviour repeatedly work will become
established as part of the group’s ethical system
69
.
This doesn’t mean that your NPCs’ ethics will
necessarily be in accordance with yours. At the
69
This line of reasoning led to Social Contract theory.
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434
level of populations, for example, it could be that in
a tribal society, keeping women at home as baby-
making machines works better than allowing them
rich, independent lives, because the more babies a
population has then the faster it grows and the
better able it is to conquer and subjugate its
socially-liberal neighbours.
It’s also worth noting that unless you were to
interfere, your NPCs would almost certainly evolve
different systems of ethics to yours if their reality
and Reality had major dissimilarities. For example,
if their world had no death, or if its inanimate
objects could feel pain, this would impact on their
understanding of what it is and isn’t OK to do.
Environment affects ethics.
As it happens, the ethics of humans in Reality
have overall tended to align after a time, despite
widely-different starting conditions. This may be
because all gods have similar ideas for how they
want us to behave, or it may be that societies that
don’t align tend not to last very long
70
. Even if your
created reality is weirdly different to Reality, you
could therefore at least expect its NPCs to develop
something along the lines of the Golden Rule,
which, depending on the direction you come at it
from, can be paraphrased as either “treat others as
70
“There are some moral rules that all societies must
embrace, because those rules are necessary for society to
exist.” (Rachels & Rachels, 2019)
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you would want to be treated” or “don’t treat
others as you wouldn’t want to be treated”.
Neither formulation of the Golden Rule is
perfect at face value. The first one seems to
suggest that someone who enjoys, say, being
kissed is right to kiss you regardless of whether
you yourself want to be kissed. The second one
seems to suggest that self-defence is a bad thing,
because if you yourself don’t want to be hit, you
shouldn’t hit anyone else even if they’re coming at
you with a dagger. Either formulation can be made
to work if applied at the meta-level, though
71
.
Will you be treating your NPCs as you yourself
would want to be treated? Or at least not treating
them as you yourself wouldn’t want to be treated?
With such an asymmetric power difference, does
the question even make sense?
Also, are you basically saying to any gods of
Reality that whatever you do to your NPCs, it’s
morally OK for these gods to do to you?
The ethicist Margaret Somerville has written
extensively about the development of a common,
shared system of ethics (Somerville, 2006). She
concludes that if it is to be acceptable both to
spiritual and to scientific perspectives, such a
system must place its foundations in nature and
71
You’d want other people to take your preferences into
account, therefore you should take theirs into account, too.
Also, you wouldn’t want others to let you do something
wrong, therefore you shouldn’t let them do something
wrong, either.
How to Be a God
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the natural, this being the one area that each
unequivocally respects
72
. Whether ethics are
extrinsic, coming from a god, or are intrinsic to
human beings as part of who we are, they are
ultimately informed by a presumption that the
natural world is by default how things ought to
be
73
. If a particular action is proposed which entails
the overriding of said default, it can only be
justified if the harm done by such an intervention
is outweighed by the harm undone by it.
For example, if people have no access to clean
water then they will suffer; providing them with
clean water runs counter to what would happen if
nature were left to run its course, but it removes
the suffering. Having people suffer is worse for the
natural world than is providing clean water,
therefore cleaning up their dirty water is ethically
justified
74
.
This observation has implications for virtual
worlds.
When you create a reality, you, as its god, have
to decide how to express your own ethics through
the design of that reality. You can’t avoid this,
because even if you go hands-off and leave it all to
72
She calls this intersection the secular sacred.
73
This embraces Hume’s is-ought problem (Hume, 1739): it’s
not clear how to make claims about what ought to be true
based solely on what is true. In other words, you can’t derive
morals purely from facts.
74
How quite we ascertain which effect is better for the
natural world is, of course, a problem in itself.
Chapter 7 Morality
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the NPCs themselves, the very nature of the reality
that you have created will determine what ethical
systems the NPCs subsequently develop. You
specified your reality’s nature, so like it or not
you’ve influenced your NPCs’ thinking on this from
the very beginning.
In the same way that the ethics of your NPCs
are rooted in the nature of the world in which you
place them, so your own ethics can be seen as
rooted in the natural world that is, in Reality.
This suggests that whatever ethics you code into
the virtual world (implicitly or explicitly) are
unavoidably shaped by the way Reality works
75
,
because that’s the ultimate source of your own
ethics.
The thing is, the reality you create need not
operate the same way as Reality. As I mentioned
earlier, there could be major differences that affect
what NPCs perceive to be right and wrong. For
example, people in a reality with no permadeath
might treat murder less seriously than we do in
Reality
76
. Would it therefore still make sense to
insist that your NPCs operate under the same
system of Reality-based ethics that you do?
75
Or, if you’re a proponent of divine command theory, by the
way the reality above Reality works.
76
In a 2015 episode of the TV series Dr Who, the famously
anti-gun central character shot and killed another Time Lord,
the General. “We're on Gallifrey. Death is Time Lord for man
flu.”
How to Be a God
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If so then ethical systems are transitive. This
would suggest that it’s unethical to create a reality
that is different enough from Reality that ethics
founded on the nature of Reality don’t apply. It
would also imply that the ethics encoded in the
nature of Reality are themselves representative of
those encoded in the nature of any (and every)
super-reality of which Reality is a sub-reality.
If your NPCs don’t operate under the same
system of ethics that you do then ethical systems
are intransitive. On what basis, then, are you going
to decide what’s right and wrong for your created
reality? Do we need a system of meta-ethics to
direct what systems of ethics we ought to embed
in our designs?
The morals of gods are not necessarily those of
the beings they create.
Religious Places
So far in this book, I’ve avoided discussing religions
as religions, because I’m primarily concerned with
gods rather than with particular systems of
organised beliefs about gods. I have touched on
some ideas as characterised by identified religions,
such as Catholicism’s views on transubstantiation,
but only to illustrate specific points. This, I shall
continue to do. However, because so many people
Chapter 7 Morality
439
derive their ethics (and thence their morals) from
religions, it’s appropriate at this juncture to look at
how virtual worlds might accommodate religions
as a general concept (and vice versa). My purpose
here is not to examine the ethical systems of
religions; rather, it’s to examine how religions
might feature in virtual worlds such that their
ethical systems can come into play.
I’ll start by considering virtual worlds as places.
This is first and foremost what they are;
everything else flows from that.
OK, so they’re places. Are they spiritual
77
places?
The reason I ask is that virtual worlds are set
apart from Reality, which makes them particularly
amenable to being spiritual places. As a very loose
analogy, places exist materially and spaces exist
conceptually: spaces provide the context for places,
but particular places give meaning to spaces
(Relph, 1976). For the people who play virtual
worlds, can this meaning be somehow spiritual?
Well, the short answer is that for players at
least, it’s not for the designer of a virtual world to
decide whether or not that world is (or contains) a
spiritual place: designers are the gods of their
77
I’m assuming here that if they’re religious then they’re also
spiritual, but that if they’re spiritual they’re not necessarily
religious. “Spiritual”, just to clarify, means to do with the
spirit, rather than with the tangible or material. It does
presuppose that people have spirits (which could be
detachable souls), needless to say.
How to Be a God
440
worlds but not of their players. Players can and will
choose for themselves to regard (or to disregard)
virtual worlds as spiritual places, irrespective of
what the designers of those worlds might wish.
Spaces become places when they have meaning,
but the meaning of a virtual place is subjective
(Salazar, 2005). Such realities can certainly be
venues for players from Reality to have spiritual
experiences (Nagasiva, 1992), but that doesn’t make
them spiritual places in and of themselves.
We can nevertheless invite players to treat our
created realities as spiritual places, and we can
include tools to help any players who actively want
to see them that way
78
. For example, the virtual
world Church of Fools, which ran as a three-month
experiment in 2004 (Kluver, 2008), was set up for
this. It didn’t say it was a sacred or spiritual place,
but it had the appearance of a church and included
many of the symbolic trappings of a church, and
players who wanted to treat it as a church were
welcome to do so; those who didn’t were welcome
not to do so, too
79
.
78
A poll reported in the now defunct MUD Journal (Allen,
1999) asked readers: “What kind of MUD would you like more
of?”. Of the 362 responses, 35 went with “religious theme”.
79
Just because it was a virtual church, that didn’t mean it
didn’t attract griefers. Within 15 minutes of opening, one
player character was on her knees praying and another stood
in front of her so it looked as if she was performing fellatio on
him. Praying characters got a social-distancing collision box
around them soon after that.
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It’s possible that players of virtual worlds
ascribe spiritual aspects to them even without
deliberation. A famous (secular) definition provided
by anthropologist Clifford Geertz states that a
religion is:
(1) a system of symbols which acts to (2)
establish powerful, pervasive, and long-lasting
moods and motivations in men by (3)
formulating conceptions of a general order of
existence and (4) clothing these conceptions
with such an aura of factuality that (5) the
moods and motivations seem uniquely
realistic.
(Geertz, 1966)
Applying Geertz’s definition to the virtual world
DragonMUD, anthropologist Jen Clodius found that
it did indeed have a religious aspect to it (Clodius,
1995)
80
. This is despite the fact that the virtual
world was not conceived by its designers as such
and few players had thought of it in these terms
either.
Note that Geertz’s definition of what a religion
is doesn’t insist there be a spiritual basis to it, and
that Clodius rigorously applied the definition as
such
81
. Nevertheless, the players with whom she
discussed the topic sensed that Geertz’s definition
80
A similar approach is applied to WoW in (Vallikat, 2014).
81
You could say that she applied it religiously.
How to Be a God
442
was missing any reference to an “ineffability, a
certain transcendence” and she concluded that for
some, DragonMUD had this aspect to it, too.
So for individual players, virtual worlds can
definitely be spiritual or religious places, either as
adjuncts to Reality (as in the Church of Fools
example) or in their own right (as in the
DragonMUD example). This is Reality-level
spirituality, though: players may develop a feel for
the non-material nature of the spirit (or soul), but
it’s relative to Reality, not to the virtual world; the
virtual world merely helps these players come to
understand their sense of self as being
independent
82
.
It’s fair to say that most players will not
experience virtual worlds in this way. For theme
park worlds in particular, places are experienced
superficially: they have been designed specifically
to be other-directed (Relph, 1976), privileging appeal
to visitors ahead of authenticity. If we want
spirituality at the level of the virtual world, we
need to have our NPCs (rather than our players)
experience it.
This shouldn’t actually be hard, assuming that
the NPCs are free-thinking (although that is hard).
If they think in much the same way that we
humans think then some of them will naturally
82
Or even as being-independent.
Chapter 7 Morality
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develop spiritual feelings the same way that some
of us do
83
.
Such feelings would, of course, be subjective.
From the point of view of those of us in Reality,
they could additionally be objective: we could
implement an actual spirit realm or some other
mechanism for maintaining the essence of an NPC
separate from its physical existence. We could also
program our NPCs to feel that a particular location
in a virtual world was “spiritual”, although we’d be
messing with their free will if we did that.
In general, it depends on the individual NPC as
to whether or not a place in a virtual world is
spiritual, then. OK, so what about sacred places?
A sacred place is a place associated with the
divine
84
. In Reality, natural, awe-inspiring wonders
are often sacred, such as Uluru in central Australia
and the Ganges in south Asia. Sites where
important religious events took place are also
usually sacred, for example Mount Sinai (where
Moses received the Ten Commandments) and
Bodh Gaya (where Siddhārtha Gautama gained
enlightenment). In addition, places of worship can
be made into sacred places by those people who
83
If our NPCs aren’t free-thinking, which is indeed the case
for those of the present rather than those of the future, its
even easier: the spirituality of an object just becomes another
physical property of the world that influences NPC
behaviour.
84
Or, for those who hold that all of existence is associated
with the divine: more associated with the divine.
How to Be a God
444
possess the necessary qualifications to perform the
dedication ceremony.
Could a virtual world be considered sacred to
someone in Reality?
The facetious answer is yes, because anyone can
start a religion and decide what is and isn’t sacred
to it
85
. If we consider religions with adherents
numbering in the millions, though, there has to be
an actual reason that a place would be considered
sacred.
Because many things other than places can be
sacred, such as art and music, there’s no
theoretical objection to adding suitable virtual
worlds to the list. However, as virtual worlds are
places, it’s in accordance with the rules for sacred
places that candidates should be assessed.
They certainly wouldn’t qualify under the
criterion of being natural wonders, because they’re
artificial. If a miracle or other major divine event
were to take place in one (the Second Coming in
Second Life, for example) then that would work;
none has been forthcoming yet, however, and it’ll
be years before we know if a saint or other holy
figure has changed the nature of Reality from
within World of Warcraft.
85
Religions have been set up for players within virtual
worlds. One of the early ones, the Order of the Holy Walnut,
was opened in Habitat by a Greek Orthodox minister; its
adherents were forbidden to steal, to carry weapons and to
engage in violence (Farmer, 1993).
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The best way for getting a virtual world to be
considered a place sacred to a large number of
people in Reality would be if an archbishop or
similar were to consecrate it (or preferably some
place within it). While in principle possible, this
could in practice be quite tricky, as the necessary
rituals aren’t really set up for such an eventuality.
For example, dedicating a church in the Church of
England’s Diocese of London involves starting at
the west door and … well, we’re in trouble right
there, as virtual worlds don’t have an actual west,
just some direction that their designer has labelled
west
86
.
There’s nothing to prevent even long-
established religions from changing their rules, of
course
87
, so rituals might in time be developed
specifically for making particular places in virtual
worlds sacred. There would have to be an appetite
for it, though, and as yet there isn’t. If anything,
religions tend to have a less-than-favourable
attitude to computer games (of which virtual
worlds are considered an example), so it may be a
while yet before we see virtual cathedrals
appearing in them which are every bit as sacred as
the ones in Reality. That said, I’m sure there are
already evangelical churches out there that have
86
Usually, towards negative infinity along the x-axis.
87
After centuries of saying that babies who died unbaptised
entered a state of limbo rather than going to Heaven, in 2007
the Roman Catholic church decided that actually they could
go to Heaven (International Theological Commission, 2007).
How to Be a God
446
virtual offshoots, so it’s definitely possible (if not
necessarily backed by any substantial theological
argument
88
).
The more interesting question from our
perspective is whether we can create virtual places
that are sacred not to us but to our NPCs.
We can make natural wonders that inspire a
sense of awe, that’s relatively easy. We can also
give certain NPCs occasional supernatural powers
that enable them to perform miracles in particular
places. The NPCs themselves will decide whether
to make buildings or other objects of their own
creation sacred or not.
Let’s say there are some sacred places in our
virtual world. What would such a designation
mean?
The place would be associated with the divine,
which in this case is us. Should we actually mark it
out as physically different to regular places? We
can, but should we? We could make visiting the
place increase an NPC’s lifespan, or cure an
ailment, or have them feel happier, or boost their
intelligence, or fill them with such emotion that it
will lead them to perform wondrous acts of
kindness for the remainder of their existence. We
can do any of this.
Why would we? Why wouldn’t we?
Are sacred places only meaningful in the
context of the beliefs of the NPCs, and therefore
88
Commercial argument, on the other hand….
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possibly irrelevant to us the very gods with
whom the places are associated? The NPCs
themselves would think not: to them, these (to us,
ordinary) places are closer to us than are other
places. Should we humour or reward them,
perhaps implementing some positive
consequences of this supposed proximity to us? If
we don’t, wouldn’t the NPCs be largely wasting
their time?
You have to decide which it is: are the holy sites
in virtual worlds special to the gods of those
worlds or only to the mortals?
Are the holy sites in Reality any different?
To end this section, it’s worth asking (as some
non-players do) if virtual worlds are themselves
religions
89
. This question stops regarding virtual
worlds as being places and instead looks on them
as being constructs of the mind (which is fair
enough, theyre that too).
Perhaps surprisingly, virtual worlds do share
many of the characteristics of religions (Wagner,
2012), including rules, rituals, liturgies, ceremonies,
lore and moral compass. This doesn’t make them
religions, though. Sure, they may satisfy some of
89
You could also ask (although I won’t be doing this) whether
religions are virtual worlds. “The vistas it [every living and
healthy religion] opens and the mysteries it propounds are
another world to live in; and another world to live in
whether we expect ever to pass wholly into it or no is what
we mean by having a religion.(Santayana, 1905).
How to Be a God
448
the religious needs of players, but they’re founded
on a different basis.
The fourth and fifth points in Geertz’s
definition
90
suggest that followers of a religion
accept as fact statements that can’t be proven true.
Virtual worlds require the opposite: the acceptance
as fact statements that can be proven false. You
may not be able to prove that Zeus exists as a
material being but have faith that he does; you
definitely can prove that Elune from World of
Warcraft doesn’t exist as a material being, but
choose to put your denial on hold while playing the
game (Dyck, 2008).
The answer, then, is no: virtual worlds are not
religions to us. As with the previous examples in
this section, though, having asked the question for
players we can ask it again for NPCs. Can the NPCs
of a virtual world regard that world as a religion?
Well, for the NPCs to view their reality as a
religion would be like for us to view Reality as a
religion. Most of us do have faith that Reality
exists, so that’s definitely a plus. Applying Geertz’s
full definition somewhat generously, we could say
that: we interpret what our senses tell us as
symbols; these symbols do seem to establish
powerful, pervasive and long-lasting moods in us;
we build models in our heads that are formulations
90
“(4) clothing these conceptions with such an aura of
factuality that (5) the moods and motivations seem uniquely
realistic”.
Chapter 7 Morality
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of conceptions of a general order of existence; we
clothe these conceptions with an aura of factuality;
in so doing, our moods and motivations seem
uniquely realistic.
Applying Geertz less generously: our senses are
raw, not symbolic; our moods and motivations
mainly come from sources internal to the mind
rather than external to it; we take our own
existence as fact, rather than as a conception; we
don’t clothe our conceptions of perceived objects
with an aura of factuality, we use them to define
what factuality is; saying that Reality is realistic is
mere tautology.
So yes, for our NPCs their virtual world could be
seen as a religion, but if it is then it’s a somewhat
reductive one.
Creation Destruction
Is it OK to switch off your virtual world?
As I noted waaay back in Chapter 2, by doing so
you’d obliterate hundreds, thousands, millions of
sapient beings
91
. Sure, they’re beings who wouldn’t
have existed in the first place without your
91
As is the norm for this book now, I’m assuming this is at
some point in the future when your NPCs are more
intellectually advanced than at present.
How to Be a God
450
largesse, but the same could be said of your
children and you don’t get to kill those for free.
The death you’d unleash by switching off a
virtual world would be painless for the NPCs
concerned, so wouldn’t cause them suffering.
They’d simply cease to exist. More than that:
because the context in which they existed will also
have ceased to exist, it would be as if they’d never
existed in the first place (except in the minds of
those players who still remember them).
Devoid of direct hurt though it may be,
nevertheless, switching off a reality and
condemning its free-thinking inhabitants to non-
existence really does look a lot like mass murder
92
.
Even so, if you couldn’t keep the server running
(perhaps because of the expense) then it might be
unavoidable.
Idea! What if you were to take a dump of the
virtual world at the point when it was switched
off? At some later date, once you’ve sorted out your
finances, you could reload the universe from this
saved state and set it running again. To the NPCs,
the downtime would be imperceptible; from their
perspective, the pre-save and post-save worlds join
seamlessly.
Of course, if your finances didn’t improve, the
virtual world might never actually be reloaded.
92
Expect those of your players who have fallen in love with
NPCs to assert this rather forcibly.
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451
Even so, does having the potential to reload a
reality mitigate the act of switching it off?
At the other extreme, how about if you were to
win the lottery and find that you can now afford to
reload the saved reality multiple times on different
systems? Is that OK, or is forking copies of a reality
somehow not doing right by the NPCs who will
thus have been unknowingly duplicated?
So far, I’ve been talking about NPCs as NPCs.
You could make some of them gods. You could
create a virtual world that came with its own sub-
reality. Some or all NPCs of the virtual world could
be made the gods of that sub-reality. You could
allow them to ascend and to descend between the
two realities. You, of course, could represent in
either the virtual world itself or in the world
beneath it, or even in the former representing from
there in the latter. The NPCs of both would remain
ignorant of Reality, unless someone from Reality
told them about it.
Would this be a reasonable thing to do? We’d be
creating NPCs with literal godly powers over the
NPCs in the reality below them. Is that morally
acceptable? The NPCs we godify may not behave in
an entirely benign way (the Ancient Egyptian god
Apep, for example, is completely up front about
personifying everything that’s evil); do we
ourselves have any responsibility for the
consequences of their actions? Sure, after the fact
we can punish our NPC gods of war for consigning
countless of their own NPCs to oblivion;
How to Be a God
452
nevertheless, that won’t bring these NPCs back
NPCs who wouldn’t have died prematurely if we’d
not put a wrathful god in charge of their reality. It
would be as if we’d presented a loaded machine-
gun to someone who promptly used it to shoot up
a shopping mall: ultimately, aren’t we in some way
culpable for not being more careful about choosing
to whom we give the power of dealing death? Or is
it entirely their fault on the grounds that they have
free will?
If we do decide it’s wrong to create gods who
rule over sub-realities, well that would be
uncomfortable. It’s exactly what we’re doing
ourselves when we make virtual worlds: we’re
creating gods (in this case, us) who rule over the
creatures of a sub-reality.
OK, so we’re thinking about this well in
advance; we can be assured that when we finally do
have the capacity to make intelligent NPCs, we’ll
have a system of ethics in place to guarantee we
don’t treat them badly (or to excuse us for doing
so). There is, however, a position that asserts we
have no right to create morally considerable
creatures for our own purposes anyway. Whether
we’re making them for fun, for money, for science
93
or for any other reason, it’s exploitation and is
therefore just plain wrong.
Now the obvious counter to this, which I’ve
touched on once or twice already, is that the NPCs
93
Or, if you prefer, “For Science!”.
Chapter 7 Morality
453
wouldn’t even exist if we didn’t create them. If an
imagined future NPC has meaningful rights in the
present, surely primary among those must be the
right to come into being. Denying that right is
effectively murder before the fact.
This does seem a fair point. For some people,
though, it isn’t going to wash any more than the
“those bulls in the bullring wouldn’t exist if we
hadn’t bred them for fighting” argument washes: if
you’re creating creatures in order to be cruel to
them or to experiment on them or even to leave
them to their own devices
94
, you’re nevertheless in
some way using them
95
. It’s better that you don’t
create them in the first place than you create them
so they can be slaughtered for experience points.
From some perspectives, even creating them out of
love is no excuse, because it’s selfish and
therefore a morally reprehensible act
96
.
If creating NPCs is immoral in and of itself then
clearly we shouldn’t create them. Were you to
create a bunch anyway, expect members of People
94
Although this sounds benign, it leads to a situation similar
to that of post-colonialism (Mukherjee, 2017), only potentially
worse.
95
In opposition to this, some understandings of the concept
of divine providence assert that everything in nature has been
provided for humanity’s benefit, so although it may be sad to
kill whales for oil lamp fuel, humanity is well within its rights
to do so. This argument doesn’t apply to NPCs, however,
because NPCs don’t appear in nature.
96
Note that this would mean having children in Reality was
also a morally reprehensible act.
How to Be a God
454
for the Ethical Treatment of NPCs to be protesting
outside your house and launching legal
proceedings to stop you under, oh, let’s say human
rights legislation.
This view that it’s better for NPCs not be born
than to be born and exploited has parallels in
Reality. The way that many domesticated animals
have been bred (or, worse, inbred), they don’t have
much of a quality of life and wouldn’t survive if
released into the wild; causing their breed to die
out could therefore be seen as a kindness. You
don’t have to kill them to do this: simply keeping
apart the male and female would-be parents ought
to do it. All those animals that would have been
born will not be, so you’ll have basically wiped
them out over the course of a generation
97
; at least
they won’t have suffered, though.
If you take this view then the question of
whether it’s morally acceptable to switch a virtual
world off never arises, because it’s never morally
acceptable to switch it on in the first place. OK, so
by holding this view you’re implicitly accusing the
gods of Reality of being immoral for having created
us, but being moral is not a precondition for being
a god anyway. If they’re immoral immortals,
there’s not a lot you can do about it.
This isn’t the only objection to allowing the
creation of virtual worlds that house morally
97
Meat is murder. Vegetarianism is genocide.” (Weinersmith,
2013).
Chapter 7 Morality
455
considerable creatures. There’s another, rather
more theological one.
OK, so this mainly applies to the Abrahamic
God, but it may resonate with other gods, too. It
boils down to this: is creating virtual worlds
sacrilege or is it sacred? There’s no middle ground:
it has to be one or the other
98
.
The argument that it’s sacrilege is easy to make.
The designer of a virtual world is aspiring to be a
god, so is exhibiting hubris. Such arrogance and
false pride is a wanton and blasphemous affront to
the divine, and as such is sacrilege
99
.
The argument that it’s sacred is also easy to
make. According to the concept of imago dei,
humans are made in the image of their creator
100
but aren’t themselves their creator. Humans are
not gods. By creating virtual worlds, however, they
become gods, thus fulfilling their creator’s plans
a sacred act. As Tolkien succinctly
101
put it: “We
98
I first came across this discussion in (Kelly, 1994).
Amazingly, I do remember a few of the things that I read in
early books about the Internet.
99
As an example of this view, I am indebted to respondent
#47 from pick4u.com, who in response to my question
“Would you buy a book with this cover?” answered:No, I
would not. It just seems like a wrong book to buy. Maybe
because I am a Christian and learning how to be a God is a
sin.”.
100
This is foundational in Judaism and Christianity, and is
also important to some branches of Sufism in Islam.
101
Actually, not quite as succinctly as this suggests it’s the
last line of a sonnet.
How to Be a God
456
may make still by the law in which we’re made”
(Tolkien, 1964).
Here’s a rather fuller statement of the logic
involved:
Differing as it does from ex nihilo creation,
subcreation is not a usurping of the Creator’s
role, but rather cooperation with it, and
acknowledgement of it. The subcreative desire
is a part of human nature that precedes our
fallen state, and the action and contemplation
that accompanies it are both a gift and part of
a divinely-mandated vocation calling us to
carry out the work that God has begun.
(Wolf, 2012)
Hermeticism goes one step further, saying that
only by making yourself equal to the transcendent
god can you apprehend that god. In other words, if
you want to understand God you have to be a god
yourself.
This is all good news if you were worried about
going to Hell for creating a virtual world.
You could nevertheless decide that if your NPCs
were to create a sub-world of their own then you
would send the perpetrators to whatever
unpleasant place you’ve reserved for blasphemers.
Being a god is not incompatible with being a
hypocrite.
457
Part 4
Realities as
Virtual
Worlds
How to Be a God
458
Chapter 8
CONNECTIONS
As some psychiatrist once put it, we all build
castles in the air. The problems come when we
try to live in them.
(Postman, 1985)
1
Early on in this book, as part of my strategy for not
getting lynched for referring to myself as a god, I
introduced the idea of a reality and stated what I
meant by the term: it’s a self-contained space of
existence that’s defined, maintained and
continually modified by its own physics. This is
actually a surprisingly broad definition it admits
most computer programs, for example.
Another concept I’ve used a lot is that of a world,
but I haven’t defined it in this context; I’ll therefore
do that now. So: whereas a reality is a self-
contained space, a world is an environment that its
inhabitants regard as being self-contained. We can
talk of “the world of the Hittites” or “the fashion
world”, for example. Such worlds can be
imagined the world of Harry Potter and “the
1
Sadly, (Postman, 1985) does not cite the psychiatrist.
Chapter 8 Connections
459
world of Star Trekexhibit perfectly acceptable
usage and indeed we can even talk about “the
world of the imagination in abstract
2
. This means
that in theory, a world can be larger than a reality
if the inhabitants of that reality so regard it.
The kinds of worlds that this book concerns are
those which are also realities. One such world is
Reality, and most of the others are virtual worlds;
I’ve also mentioned the possibility that virtual
worlds could have their own sub-realities, and that
Reality could be a sub-reality of one or more higher
realities.
Although I’ve been talking as if these realities
are also worlds, they don’t have to be. For a reality
also to be a world, someone of that reality has to
perceive it as a world. It’s conceivable, for example,
that a reality above Reality might be uninhabited;
this would make it a reality but not a world
3
. It
could nevertheless become a world if someone
from Reality were to spend some time there and
come to regard it as a self-contained environment.
4
2
As indeed I did earlier, when I was discussing what NPCs
with a theory of mind might speculate.
3
We can imagine it to be a world, but then what we imagined
wouldn’t be a reality.
4
The distinction between realities and worlds is apparent in
the many-worlds interpretation of quantum mechanics. The
idea here is that Reality branches with every quantum event,
but we perceive only the ongoing branch that got us to where
we are (that is, a world). Operating under the same laws of
physics, there are unimaginably more other ongoing
branches of the same event tree. In virtual world terms, it’s
How to Be a God
460
This brings us to the topic of the relationships
that realities have (or can have) with one another.
Consequent Realities
Back in Chapter 4, I casually introduced the
concept of a consequent reality. I didn’t formally
define it because its meaning is fairly obvious
5
, but
I’m now going to examine its implications a little
more closely.
Our experience is that each sub-reality is the
immediate sub-reality of exactly one reality, but
that a single reality can have any number of sub-
realities. This is clearly the case with Reality, which
boasts multiple virtual worlds as sub-realities.
According to Norse cosmology, it’s also the case
that Reality itself is but one of several sub-realities
of a higher reality. In this account, a rather large
ash tree called Yggdrasil links together nine
separate worlds, including Alfheim (where the
elves live), Myrkheim (where the dwarfs live) and
Midgard, (where we live Reality). The gods live in
like forking a new, never-closing instance for every possible
outcome of the random-number generator each use.
5
OK, for the benefit of those who don’t find it obvious: a
reality S is consequent on a reality R if either S is an
immediate sub-reality of R or S is an immediate sub-reality of
a reality that’s consequent on R.
Chapter 8 Connections
461
Asgard, but regularly visit Yggdrasil as it’s where
their things
6
are held.
There are other links between the nine worlds,
that bypass Yggdrasil. For example, Midgard and
Asgard are directly connected by a bridge called
Bifrost made from a burning rainbow; Jotunheim
(where the giants live) is immediately east of
Midgard and separated from Asgard by a river,
Ifing. The giants can’t cross the river so try to get
into Asgard over Bifrost via Midgard.
Yggdrasil is the highest reality, with the others
all sub-realities of it. Some of the sub-realities are
interconnected; whether they’re the same reality
or separate ones depends on whether their physics
are the same
7
.
The gods, because they can operate in both
Yggdrasil and Asgard, must be from Yggdrasil and
merely represent in Asgard. Of course, for gods to
qualify as gods they are required to be able to
control the physics of a reality. This would imply
that they are each able to control the physics of at
least one of the nine worlds that are sub-worlds of
Yggdrasil, and that the physics of each sub-world
6
A “thing” is a governing assembly. The parliament of the
Isle of Man is called the “Tynwald” in English and “Tinvaal” in
Manx: the “tin” part derives from “thing” (Tinvaal is Manx for
“assembly meeting-place”).
7
Humans supposedly have trouble seeing the worlds beyond
Midgard, so this suggests that Jotunheim and Asgard do
indeed have different physics. That would explain the
burning rainbow, too.
How to Be a God
462
is controlled by at least one god. That being the
case, though, they shouldn’t be experiencing any
grief from the giants of Jotunheim (at least not
unless they, the gods, had messed up somehow
8
).
We can ignore this minor irritation, though,
because all the Norse gods are definitely gods with
respect to Midgard (that is, Reality). Given that
nowadays Reality also has sub-realities, it’s
therefore possible for a Norse god to show up in a
virtual world, either as:
a god of Reality;
a player (or god) from Reality;
an NPC of the virtual world;
something else entirely (a raindrop, say
9
).
The Norse gods can do this because if you
control the physics of a reality, you control the
physics of all its sub-realities as well. We can
represent in virtual worlds; if our NPCs created
their own virtual worlds then we could represent
in those, too, and so on through any consequent
realities created by our NPCs’ NPCs.
This chaining together of consequent realities
is not uncommon. The Aztecs, for example, have
thirteen heavens above Reality, all but the
8
The Norse gods don’t seem to be noted for flawlessness, so
this is a possibility.
9
To be honest, it’s more likely to be a creature of some sort.
Loki famously shape-shifted into a mare, got pregnant in this
form, then gave birth to an eight-legged horse called Sleipnir.
Chapter 8 Connections
463
uppermost being consequent on the heavens above
them
10
.
If you were to map out the relationship between
realities and their sub-realities, you’d produce a
tree-like structure (formally known in graph
theory as an arborescence
11
). The one with Yggdrasil
at its root would look as shown in Figure 9.
10
The second-highest heaven, Ilhuicatl-Teteocan, is where
the gods become other people in other places while
remaining themselves in Ilhuicatl-Teteocan (so, basically,
where they go when they want to play in other realities).
11
An arborescence is a form of directed acyclic graph that has
exactly one, directed path from any node (vertex) to the root.
Nilfheim
Vanaheim
Muspelheim
Midgard
Ultima
Online
MUD
RuneScape
World of
Warcraft
Guild
Wars 2
(more)
Myrkheim
Asgard
Alfheim
Hel
Jotunheim
Yggdrasil
Figure 9 Yggdrasil and its Consequent Realities.
How to Be a God
464
It doesn’t have to be this way, though. As I
hinted a while back, we can connect any realities
consequent on Reality together.
The easiest way to do this would be if we
opened a teleport between two sub-realities of
Reality
12
, allowing NPCs from one virtual world to
visit another. When it comes to virtual worlds, this
has been proposed (and even attempted) several
times in the past, but the idea has always come to
nothing. The problem is that connecting realities
like this effectively turns two realities into one, but
if they have different physics or even the same
physics but different content then it leads to an
almighty mess. A tauren
13
from World of Warcraft
moving to the science fiction world of EVE Online
would materialise as, well, what?
14
Suppose, though, that NPCs in two realities
consequent on Reality were to create their own
sub-realities: we could arrange matters such that
these were actually the same sub-reality. Their
creators’ realities could have different physics, but
this wouldn’t be important: so long as individuals
from both realities could represent in the shared
sub-reality, there would be no need to design any
protocol to convert between the (potentially-
incompatible) physics of the creators’ realities.
12
This is the principle behind the concept of the Metaverse.
13
Cow person.
14
If you asked EVE Online players, the answer would probably
be “a burger”.
Chapter 8 Connections
465
If we so chose, we wouldn’t have to rely on the
NPCs to do this. We ourselves could create and
connect the sub-realities right from the outset.
Either way, we’d end up with a single, lower reality
that is a sub-reality of two (or perhaps more)
higher realities
15
. This is a much cleaner way to
link together two or more realities, as it doesn’t
involve arguments over the prevailing physics. It
does get tricky if both the sharing realities have
gods of the shared sub-reality, though, because
they can (accidentally or otherwise) try to change
the same physics at the same time. Then again,
having more than one god of a non-shared sub-
reality also has this problem.
Such a multi-parent arrangement of sub-sub-
realities could present something of a surprise to
the NPCs of the realities so connected. Imagine you
were playing World of Warcraft and you came
across another player who was from a different
reality to Reality (say, Alfheim): it would be like
that. You’d be able to communicate with people
from this different reality, using Azeroth as the
shared sub-reality in which you both represent, but
your respective realities would remain out of
bounds
16
.
15
This would mean that the overall structure was no longer a
strict arborescence, however it would remain a directed
acyclic graph.
16
It would be even worse for the programmers at Blizzard
(WoW’s developer) if programmers in the other reality could
mess with the shared/duplicated program code.
How to Be a God
466
As far as I can tell, there are no examples of this
kind of thing involving Reality as a sub-reality
17
.
We don’t seem to have people from other realities
showing up in our virtual worlds, and there are no
accounts of the creation of Reality that involve its
being constructed from or within two
18
higher
realities both of which are consequent on a third.
The third reality is necessary, by the way, so
that Reality can run on hardware that’s common to
both its immediate super-realities. This doesn’t
mean that there has to be a god of that reality to
build the interconnections, though the whole set-
up could arise as an artefact of its physics.
We can try other configurations, too.
Suppose that we were to create a finite set of
three or more virtual worlds, all independent of
each other but running on shared hardware. We
could connect them in a circular fashion
19
, such
that each virtual world was the sub-world of
exactly one other world and had exactly one sub-
world itself
20
. We wouldn’t give the NPCs of these
17
I’d say there were none involving Reality as a super-reality,
either, but then someone would go and implement two toy
virtual worlds with a mutual sub-reality just to prove me
wrong.
18
Or more than two.
19
I mean a single circle here, not several circles.
20
I was introduced to this idea by the professor who (many
years earlier) supervised my PhD, Jim Doran. He called it
Gillian’s Hoop; it was proposed to him by his daughter, Gillian,
shortly before she died.
Chapter 8 Connections
467
worlds god-like powers, but we would allow them
some freedom of movement. We might, for
example, allow them to represent in or descend to
their immediate sub-reality, or to absent in or
ascend to their immediate super-reality. If they did
this enough times, they could wind up back in their
original reality. This is because every virtual world
in this system is consequent on every other virtual
world plus itself
21
.
Such a circular hierarchy of worlds would not
necessarily need to have a holding reality to
provide the common hardware upon which the
component realities ran, but there would be far
fewer dangers if it did have one. If Reality were
part of such an arrangement, it would therefore be
a sub-world of at least one reality outside the
circle, which is where the god or gods of the
realities in the circle would best exist
22
.
We don’t have any examples supporting the
idea that Reality is a component of such a circular
chain, but there are some established phenomena
that would fit it well. The main one is that of
reincarnation: following death, you would ascend
to the reality preceding the one you died in, there
to be reborn with no knowledge of your previous
existence. Having gone round the circle a few
21
This changes the structure to that of a directed cyclic graph.
22
“Best” because they could exist within the realities of the
circle, although this would ultimately lead to their being the
gods of their own realities and so introduce all the Ptah-like
problems associated with this condition.
How to Be a God
468
times
23
, you could eventually be ascended to the
reality outside of the circle itself, so ending your
cycle of death and rebirth.
To summarise, then:
24
we can make fairly
arbitrarily-connected sub-worlds if they’re all
consequent on Reality. We haven’t yet found a
reason to do so, but we could do it. It would appear
that no god of Reality has found a reason to do so,
either.
There’s a kicker, though. Remember the
philosophical position of idealism, which says that
only thought exists? This posits that all of Reality
is a manifestation of your imagination. Put another
way, you are a reality unto yourself and Reality is
consequent on you.
Well, the same could be said of me, or of anyone
else. We could all be our own self-contained
realities, representing in our own concocted sub-
realities. To each of us, that sub-reality would be
Reality. The thing is, all those independent
versions of Reality could be the same reality. One
reality can, as I’ve just explained, be consequent on
multiple realities.
So yes, perhaps the material world is a
construction of the mind. That doesn’t mean it
can’t be a construction of multiple minds, though.
23
This may take awhile if the circle has an infinite number of
realities in it, which is why I said it should be finite when I
initially described the arrangement.
24
I need to widen my vocabulary: this is the fifth sentence in
this book that I’ve begun with “To summarise, then:”.
Chapter 8 Connections
469
If it were then would it still be the case that this
construction could be said to be illusory?
Gods and Governments
The last line and rallying call of the Metaverse
Manifesto reads thus:
REALITY CREATORS OF ALL PLATFORMS
CREATE!
(Montagne, 2007)
The premise of this short tract, which is based
on the Communist Manifesto (Marx & Engels, 1848),
is that reality is the only commodity. Through the
creation of realities, those who control Reality are
rendered irrelevant.
So who controls the created realities?
I’ve already stated several times in this book
that the goings-on in a reality are governed by its
physics. This is indeed correct. There are other
forms of governance involved too, however, that
rest on said physics.
In theory, you can do anything that the physics
of the reality you inhabit allows. Feeling hungry?
Just wrench the chocolate bar from the hands of
that small child. Like fire? The roof of that thatched
cottage should go up a treat! Have a petty
How to Be a God
470
grievance with a neighbour? A few nails
hammered into the tyres of their car should teach
them a lesson.
In practice, although you can do anything that
the physics of (in our case) Reality deems possible,
you won’t. Sure, your morals may get in the way,
but if they don’t then you’re still not going to do as
you might wish. This is because there are
predictable consequences to your actions. Other
people can also use the physics of Reality, and
there are more of them than there are of you.
Supernatural entities aside, these other people
can’t use physical abilities beyond those that you
can, but they can organise to bring these abilities
to bear in a concerted manner.
The way this has played out in Reality
25
is that
populations are grouped by geographical region;
each such region is subject to the rule of a local
administration that enjoys within that region a
monopoly on the legitimate use of force (Weber,
1919). Having a monopoly on the legitimate use of
force is what makes a state a state. The ruling
administration of a state is that state’s government;
governments regulate the behaviour of those they
govern by enacting laws and (legitimately) using
force to compel people to comply with them.
As I mentioned back in Chapter 1, individuals in
a reality are therefore subject to two sets of laws:
the physical laws that govern what they could do;
25
On Earth, anyway. It may be different on other planets.
Chapter 8 Connections
471
the within-the-physical laws that govern what
they can do. It’s impossible for non-gods to change
or to break the former (the laws of nature) but
possible for them to break or to change the latter
(the laws of the land).
An important concept in governance is that of
consent. In most developed states, the government
rules by the consent of the governed: the governed
may not always like the particular government of
the day, but they do accept that the system by
which it came into power gives it the right to
govern, and thus consent to being governed by
whichever batch of power-hungry outliers said
system delivered this time round. If the
government does not have the consent of those
whom it governs, it’s known as a tyranny.
When it comes to states, consent makes a
difference. It’s eminently possible that a popular
despot is not regarded as being a tyrant yet that
the leader of a badly-constructed democracy is.
When it comes to physics, however, consent makes
no difference at all. You may well feel that Reality
is a wonderful place and so be happy to have your
behaviour moderated by the laws of nature
instituted by one or more gods; this means nothing
when you yourself are the product of said gods,
though.
The thing is, as I touched on earlier, you can’t be
asked to consent to being brought into existence;
this is because until you are brought into existence
there’s no “you” to be asked, let alone to consent.
How to Be a God
472
Once you have been brought into existence, you
become part of the fabric of the reality in which
you now exist; if you don’t consent to being
regulated by its physics, you’re effectively not
consenting to exist; if you don’t consent to
existing, well it’s rather too late to do anything
about that
26
.
The people of a reality have no say in
determining the laws of nature that govern them,
because these laws are part of who they are. Their
consent, whether given or not, is therefore utterly
immaterial (in both senses of the word). This
means that those who made the laws of nature
the gods of the reality are tyrants. They may be
popular, but they’re still tyrants.
As it happens, at least some gods of virtual
worlds have historically been aware of this and
have endeavoured to cede control of their worlds
to others.
Some time ago, when discussing pandeism, I
mentioned LambdaMOO. The god of this social
world, Pavel Curtis, was uncomfortable in his role
precisely because he felt he was effectively a
tyrant. He therefore sought to relinquish control to
the world’s players
27
.
26
Depending on the reality, there may be options available to
you to cease to exist. It would literally be suicidal to take
them, though.
27
Not to its NPCs, because these weren’t sapient. Note that
this neatly avoids the problems you get when individuals, in
changing the physics of their reality, thereby change
Chapter 8 Connections
473
Similar approaches have been attempted since
then, most notably with EVE Online. All have
broken down. The fact is that any power given to
the players is merely illusory. In LambdaMOO’s
case, the players couldn’t agree on a form of
government to be implemented, and when Pavel
sought to impose one there were complaints that
he was “dictatorially imposing universal suffrage
on an unconsulted populace(Dibbell, 1993). In EVE
Online’s case, it became clear that although the
gods may wish to act merely as coders
implementing the will of the players, sooner or
later the players will request something that the
gods can but don’t want to give to them
28
. Such
a request could be a change that undermines the
system of government, say, or that completely
alters the balance or character of the world, or that
will haemorrhage players. Whatever it is, the gods
will feel that the consequences are too drastic to
contemplate and therefore will decline to
implement the required modification. At this point,
the veneer of player control cracks and it’s clear
once again that the gods really are gods.
As a compromise, it’s possible to give players a
fair degree of control over the governance of their
game while nevertheless making it crystal clear
themselves: the physics of a player’s own existence wasn’t
challenged by changes to the physics of their character’s
existence.
28
This is known as asking for a pony.
How to Be a God
474
that the gods have a veto. This is how EVE Online’s
Council of Stellar Management now works, and
how A Tale in the Desert’s Pharaoh has always
worked. Players have a voice, but ultimately don’t
have a say.
This kind of system, while being more open to
player involvement, nevertheless falls well short of
what early academic opinion advocated as the
ideal
29
. The reason it falls short is that two
principles pertain which together mean gods and
governments can never be fully reconciled when it
comes to the rulership of a virtual world:
1. Governments can be deposed by those they
govern; gods can’t.
2. Governments can relinquish their powers;
gods can’t.
The first rule says that the gods of a reality can
do whatever they like in and to it. The second rule
says that the first rule is true regardless of
whether said gods wish it to be true
30
.
Now that we’ve clarified the two types of
governance at work here, it’s possible to consider
the power hierarchy that this implies. Starting at
29
For example (Humphreys, 2005) (Taylor, 2006).
30
The gods of LambdaMOO didn’t wish it to be true, and on
9
th
December, 1992, handed power to their players. This
didn’t work out, because even minor changes to the physics
often had social consequences (Hess, 2003). On 16
th
May,
1996, they took back power by fiat which, given that they
were able to do this, verified that they’d never truly given up
power in the first place.
Chapter 8 Connections
475
the level of virtual worlds and going up from there,
we have the following laws in play for (potentially)
sapient beings:
Laws of the land of the virtual world, set by
NPCs in the virtual world, applied to NPCs.
Laws of nature of the virtual world, set by
the gods of the virtual world, applied to its
NPCs.
Laws of the land of Reality, set by human
beings in Reality, applied to human beings
in Reality (including those who are gods of
virtual worlds).
Laws of nature of Reality, set by the gods of
Reality
31
, applied to human beings in Reality
(including those who are gods of virtual
worlds).
Laws of the land of the super-reality that’s
inhabited by the gods of Reality, set by the
inhabitants of this super-reality, applied to
the inhabitants of this super-reality
(including those who are gods of Reality).
Laws of nature of the super-reality that’s
inhabited by the gods of Reality, set by the
gods of this super-reality
32
, applied to the
inhabitants of this super-reality (including
those who are gods of Reality).
31
These may number from zero, through one, to many. For
clarity of writing, in this exercise I’ll go with many.
32
So as not to provoke an infinite series, I’ll assume these to
number zero.
How to Be a God
476
If you’re an NPC in a virtual world and
something bad happens that you wish to be
redressed, this gives you a surprisingly large range
of options. You can appeal to the government of
your part of the virtual world; if that fails, you can
appeal to the gods of the virtual world (its
designers); if that fails, you can appeal to the
relevant jurisdiction in Reality that covers where
the gods live (assuming an open communication
channel); if that fails, you can appeal to a god of
Reality (praying is the favoured method from
Reality, so hey, why wouldn’t it work from a virtual
world?); if that fails, you can appeal to the
government of the transcendent reality in which
the gods of Reality live (should there be one). If that
fails, OK, only then are you properly stuffed.
If a virtual world’s NPCs are permitted to
absent in Reality, this raises the possibility that
they could take a god of their world to court to
address the NPCs’ grievances. How would such a
court handle, say, a complaint that the way a
designer implemented death and aging meant that
NPCs were effectively being slowly and painfully
executed over time?
Oh, and by the way, law-makers, be careful that
you don’t tie designers’ hands too much: if your
directives remove a designer’s ability to act as the
god of a reality, you become the gods of that reality
Chapter 8 Connections
477
yourselves. You do know how to design realities,
yes?
33
This raises the issue of whether Reality’s laws of
the land should apply to sub-realities or not.
Reality forbids theft: should theft in virtual worlds
be forbidden? If so, well Reality also forbids
murder, but given that death in virtual worlds is
rarely as fatal as it is here, is the mapping still
good? How different would a world have to be
before a law of Reality could be said not to apply to
it?
If we wish, we as gods can make a sub-reality’s
laws of the land become laws of nature. Reality’s
physics may not code-in the concept of democracy,
but that doesn’t mean a virtual world’s physics
can’t. We could enfranchise every adult NPC and
make elections impossible to corrupt: “who the
president is” could be determined by a law of
nature rather than by a law of the land. This isn’t
far-fetched: medieval monarchs ruled by divine
right, which is a law of nature rather than a law of
the land although armies did tend to be used to
verify that the law of nature was being applied to
the correct people. Somewhat ironically, if we as
gods didn’t approve of the notion of rule by divine
right then we could use our godly powers to
33
In my book Designing Virtual Worlds, I asked the question
“Should those lacking a god’s motivation assume a god’s
powers?” (Bartle, 2003). I didn’t answer it.
How to Be a God
478
ensure that all the governments in our virtual
worlds were secular
34
.
The same applies to ethical values, by the way.
Just because these “are not objective, are not part
of the fabric of the world(Mackie, 1977), that
doesn’t mean we can’t weave them into the fabric
of a world we have created.
Lest you think this is all well-trodden ground,
it’s not. Religious Studies currently uses three
methodologies to provide structure for the
analysis of religions:
Phenomenology founded on the observable
characteristics of a religion (sacrifice, ritual,
sacred places and so on) and how they fit
together.
Lived Religion using principles of
ethnography to observe what the followers
of a religion believe and do.
Functionalism examining how the
practical aspects of a religion work (not
eating pork in a hot country reduces the
incidence of food poisoning).
To these, we can now add a fourth:
Inductivism if you were creating a reality,
how and why would you create it, and what
religions would arise as a result?
34
There are many varieties of secularism (Copson, 2017), but
all have the overall aim of protecting the state and religion
from each other.
Chapter 8 Connections
479
This last one is actually used by designers (if
not theologians) as a matter of course
35
.
I’ll end this chapter with two questions that I’m
not going to answer: they’re just for you.
Firstly, suppose you created a virtual world
with sapient NPCs: would you want to code-in a
divine right of NPC monarchs to rule?
Secondly, how would you feel about being told
by a government in Reality that you had to code-in
democracy regardless?
36
35
See (Garriott & Fisher, 2017) for a description of how the
religions of the Ultima universe were designed.
36
In 2008, I asked this at a workshop attended by indie
designers of virtual worlds. So as not to prejudice your own
response, I won’t discuss here how they answered; I will,
however, reveal that they all answered the same way.
How to Be a God
480
Chapter 9
POINT OF YOU
Recently, a friend of mine was rushed to hospital
complaining of chest pains. Worried that he might
die, his wife asked us to pray that it wasn’t a heart
attack.
How would that have worked, then? Prayers in
the present can influence events of the past? Is
that even implementable? The past has a very long
reach; the effects of events ripple out for all
eternity. Undoing an event undoes all the events
that follow from it; the present would therefore
play out differently, and this would be noticeable.
Consider, for example, the case of a missing
child. It’s not uncommon to hear of parents
praying that their loved one will be found alive,
even though the child might well already be dead.
If the child is indeed dead, how would a god grant
the prayer without changing the past? Yet if the
past is changed, so is the present. Suppose
someone had killed the child and cremated the
body, yet now suddenly the child is shown on TV
being reunited with grateful family members; the
murderer would know that something
supernatural was going on, yet we never hear
Chapter 9 Point of You
481
reports (or even rumours) alleging this. Another
way the prayer could be answered is to prevent the
murderer from killing the child in the first place;
this sounds easy enough to arrange, but then every
action the murderer performed afterwards would
have to be unwound too all of which would also
have consequences. The now-unkilled child could
well arrive home safe and sound when they were
expected to do so, meaning the very prayer that
saved them wouldn’t itself ever have been issued
1
.
I’m not saying that this can’t be worked
around
2
. What I am saying is that if we wanted to
be able to do this kind of thing in answer to the
prayers of NPCs in our virtual worlds it would be
extremely non-trivial and possibly even
paradoxical. Furthermore, these same issues
necessarily dog whoever is tasked with responding
to prayers in Reality (if anyone).
At this point, you’ve read enough of this book to
know where I’ve been going with it. It’s now time
to look at the implications.
1
Note that this is theoretically possible to arrange through
closed time-like curves (basically time travel), but the
recalibration of events that would be necessary to preserve
the causal chain may well lead to a worse outcome (Tobar &
Costa, 2020).
2
You might be able to do it by reloading a saved state and
changing just the right variables to achieve the desired effect
while containing the spread of undesired effects. For some
(possibly most) requests, though, that could prove to be
logically impossible.
How to Be a God
482
Oh, my friend hadn’t had a heart attack, by the
way. That’s the power of either prayer or
serendipity for you.
Motivation
May we not conceive each of us living beings
to be a puppet of the Gods, either their
plaything only, or created with a purpose
which of the two we cannot certainly know?
(Plato, trans. 1892)
I’ve answered the question of how gods create
realities, but what I haven’t done is answer the
question of why they create them
3
. Most creator
gods of Reality are surprisingly coy about why they
did what they did, but fortunately for us most
creators of virtual worlds are not.
I know why I created my own reality, MUD: I
didn’t like Reality. Constructing a heaven so as to
escape from a hell isn’t the only reason that people
3
There is a philosophical argument (Suits, 1978) that without
play there can be no ideal of existence that thing, the only
justification for which is that it justifies everything else.
Furthermore, games are precisely what distinguish an ideal
of existence from said everything else. This is therefore not
quite as rhetorical a question as it might at first appear to be.
Chapter 9 Point of You
483
create realities, though
4
. If we use paracosms as
our starting point, there’s quite a range:
Why did authors find it necessary to invent
other worlds? Usually, the answer lies in
changing Primary World defaults, to amaze,
entertain, satirize, propose possibilities, or
simply make an audience more aware of
defaults they take for granted.
(Wolf, 2012)
The first thing to note when it comes to
thinking about why anyone would create a reality
is that there are different extents of creation. A god
can:
Create all of the physics and the content,
building the reality from scratch. This is
what Roy Trubshaw and I did with MUD.
Add to and improve existing physics and
content, by taking the code for a working
reality and modifying it. LegendMUD, for
example, started out as a modified version
of the Merc 2.0b codebase, which itself was
derived from DikuMUD (Koster, 2018)
5
.
4
Readers who were alarmed at my suggestion in Chapter 5
that Heaven could be a hell can therefore breathe easy.
5
The lead designer of LegendMUD, Raph Koster, is one of the
pre-eminent figures in virtual world thinking, having also
been the lead designer of Ultima Online and creative director
of Star Wars Galaxies. If you’re even remotely interested in
How to Be a God
484
Take an existing reality and run it with no
changes. This is what most of the (several
thousand) people who ran copies of
DikuMUD or TinyMUD
6
in the 1990s did.
I mention this because different extents of
creation have different motivations. Someone who
simply wanted to play with their friends in their
own, personal reality would only need to obtain the
code for an existing reality and boot it up on a new
server. Someone who saw creative opportunities in
an existing world might take the code and modify
it, better to suit their aesthetics of play. Someone
who wanted to create an original world with
original content to make an original statement
would have to construct their reality lock, stock
and barrel. It’s probable that anyone who did the
latter would previously have done one or both of
the former, thereby migrating from player to
player-as-designer to designer.
External factors can also have influence:
someone without programming skills (nor access
to enough money to pay someone who does have
programming skills
7
) couldn’t easily create a
the kind of things designers think about when they create
and run virtual worlds, read (Koster, 2018).
6
TinyMUD was a social world, all about building your own
content as a player.
7
Games programmers are paid less than non-games
programmers. In 2021, for example, the median salary for a
programmer in the UK was £31,087 (Payscale, 2021); the
Chapter 9 Point of You
485
virtual world from first principles. Nevertheless,
the possible extents of creation still hold true.
Thus, if we detect among the god(s) of Reality a
desire to potter around making changes to an
earlier version, we can be quietly confident that
Reality is the equivalent of a stock MUD.
As an illustration, consider the gods of Ancient
Greece (Zeus and the gang). They don’t seem to
have made many changes to Reality themselves,
but rather to have wrested the running of it from
the titans, who in turn got it from the set of
primordial gods who actually created it in the first
place. In virtual world terms, the primordial gods
(Gaia, Tartarus, Eros and possibly Erebus
8
) coded
Reality from scratch, then the titans booted up a
copy and modded it by adding concepts such as
mortality, then the current gods took over its
operation and only made minor updates to address
player guile
9
.
It’s tempting at this point to brainstorm a
bunch of primary and secondary reasons that
people might have for creating a reality, then just
list them and say “voilà!”. You can start with
median salary for a games programmer was £26,954
(Payscale, 2021).
8
Also possibly Hemera and Nyx; it depends on which account
you find the most credible.
9
For example, in a move that seems to be wearily popular
among gods, Zeus flooded the entire planet and killed all
humans except Deucalion and Pyrrha. This would be called a
server wipe if applied to a virtual world.
How to Be a God
486
accounts of the creation of Reality, bolster these
with statements from the designers both of
paracosms and of virtual worlds, then add in a few
more that seem plausible and you’re done. I have
indeed conducted this exercise (revealed anon).
The thing is, though, that if you pay attention to
what you’re doing when you engage in such an
analysis, you’ll notice that the motivations for
creating realities depend to a large extent on the
reality’s target audience.
See, when you create a reality as a deliberate act
(as opposed to: by accident
10
; as the outcome of
pursuing a higher purpose
11
; or as a consequence of
your own existence
12
) and do create it to be a
reality (as opposed to a purely objective scientific
object
13
or as an adjunct to Reality
14
), you’re
creating it for someone. Now to some extent, every
deliberate act is ultimately done for personal
reasons, because your own mind is all you truly
know. Nevertheless, reality-creating is often (but
10
“Oh no, my cat brushed up against the screen and touched
the ‘big bang’ icon!”.
11
The Hindu concept of Lila suggests that Reality was created
through the higher purpose of divine play.
12
In the same way that my being dashingly handsome is a
passive trait.
13
Just as we don’t think of Conway’s game of Life as
implementing significant realities, a god in a higher reality
could consider Reality as merely a cellular automaton for
computing the meaning of life, the universe and everything.
14
Meeting venues such as Gather usually fit this criterion.
Chapter 9 Point of You
487
not always) for the perceived greater benefit of
someone else.
As for whom this target “someone else” might
be, there are four general categories into which
they fall; I’ve labelled these relative to your role as
the designer:
Divine. You’re creating a reality for the
benefit of the sapient beings who will be
native to it.
15
Personal. There is no “someone else”: you’re
creating a reality for your own benefit.
Social. You’re creating a reality for the
benefit of other sapient beings of your own
reality.
Spiritual. You’re creating a reality for the
benefit of the god(s) of your own reality.
It’s also possible that you could be creating for
one or more specific beings from these categories.
This is obviously the case with the personal
category because the specific being is you yourself,
but it also applies to the other categories. You
could, for example, be creating for a particular god
among many
16
, or for close family members, or for
a favoured NPC
17
. I’ll nevertheless absorb these
15
Note that the NPCs themselves will nevertheless owe you
nothing whatsoever. For an explanation as to why, see
Stanisław Lem’s short story Non Serviam (Lem, 1979).
16
“This one’s for you, Thor!”.
17
There is some suggestion in books of hadith that Allah
wouldn’t have created the world but for Muhammad,
How to Be a God
488
into the general categories, because otherwise this
section is going to pan out at twice its current
length; keep in mind that there could be subtleties
involved, though.
The above general categories are vaguely
ordered in ascending levels of consequence. In
practice, however, most virtual world designers
seem to create for either a personal or social
motivation, whereas most gods of Reality seem to
create for either a personal or divine motivation.
Because of this, a more accessible ordering of the
target audience categories is: personal, social,
divine, spiritual.
I shall shortly be presenting a list of
motivations for creating realities. This list is
organised in part by the above target audience
categories (in order of accessibility) and in part by
the reality’s intended purpose. I obtained the list
by enumerating all the plausible reasons for
creating realities that I could find or think of (as
described earlier), then grouping them by purpose,
then within each purpose associating the collected
motivations with one of the four audience
categories. I merged some similar entries together
and the result, while not exhaustive
18
, is still fairly
thorough.
however scholars of Islam disagree over the reliability and
interpretation of this assertion.
18
It doesn’t encompass “creating a reality for revenge”, for
example.
Chapter 9 Point of You
489
When a purpose was missing an obvious entry
for a category, I speculated on what that entry
might look like. This issue only really arose for
entries in the divine and spiritual categories, as our
NPCs aren’t yet clever enough to take advantage of
everything offered them (so we don’t create for
them), and gods of Reality are resolute that there’s
no reality above their own (so never themselves
create for higher gods).
If my past experience is anything to go by, as
soon as people see a list they want to add to it
19
; in
this particular case they’re welcome to do so. My
intention is not to construct a definitive set of
motivations for creating realities, but rather to
construct a reasonably representative one that will
catch the majority of them.
What follows, then, are the purposes I’ve
identified for which realities are created (there are
eight of them), each broken down into the four
categories of beneficiary, with examples of the
associated motivations:
19
I wrote one of the foundational academic papers of Game
Studies, (Bartle, 1996), in which I explained why people
playing virtual worlds for fun find them fun. The paper
regularly saw attacks along the lines of “but you missed out
this kind of player” which, as the player types were intended
to be exhaustive, constituted a problem. I duly modified the
theory, but it wasn’t until I wrote (Bartle, 2009), addressing
its misuses, that the criticism abated.
How to Be a God
490
To prototype.
For You (Personal). You create a reality to
test out some ideas or to assuage your
curiosity before designing the full-blown
reality you really want to make. One of my
PhD students did this; fortunately (for his
thesis), he determined that following it up
with a large-scale world was unnecessary.
For Others (Social). You create a reality for
your players to playtest, so as to propose
and identify possibilities. This is the beta
test stage that most commercial MMORPGs
go through
20
. Some players are serial beta-
testers for successive virtual worlds, rarely
playing released versions.
For your NPCs (Divine). You create a reality
for its creatures to try out. If they’re lucky,
you might even change the world for them,
based on their suggestions. We don’t do this
for virtual worlds as yet, because our NPCs
aren’t smart enough to have opinions. Few
of Reality’s gods seem to regard Reality as
being in a test-edit cycle, either, although it
could be argued that the Hindu gods’
20
Sometimes it’s called an alpha test to give the players the
impression they’re getting in really early, but it’s still a beta
test….
Chapter 9 Point of You
491
system of successive creation of and
destruction of the universe allows for this
21
.
For a Higher Being (Spiritual). You create a
reality for the god or gods of your own
reality to approve or disapprove of. As far as
I know, no creator of a virtual world has
ever had this reason for building a
prototype; however, given how tetchy some
gods can be if they sense false gods on the
horizon, I suppose a developer could think it
prudent to get their world rubber-stamped
first. If the gods like it, you make the full
version. If they don’t like it, expect either a
supernatural sign informing you of the fact
or, upon your death, an eternity in a
disagreeable place.
To profit.
For You (Personal). You create a reality to
make money. You might have gone in with
noble intentions, but now it’s just a job. You
create realities because if you don’t then
your children will have no shoes. There is a
surfeit of people in the MMORPG industry
creating realities primarily to earn a wage.
21
We’re at present in Kali Yuga, the fourth and last epoch of
the current kalpa (cycle). This suggests that if you’re planning
to do anything 432,000 or more years from now, you can
forget it.
How to Be a God
492
For Others (Social). You create a reality so
that your players can make money. OK, so
this is properly a secondary reason (in
general, those who want their players to
make money are calculating that they in
turn can make more money), but some
virtual worlds are specifically built around
the concept of a player economy that
redeems fiat currencies such as dollars;
Entropia Universe is probably the best-
known.
For your NPCs (Divine). You create a reality
so that its inhabitants can serve you. The
Babylonian god Marduk seems to have
created human beings to fulfil this
ambition
22
so that he and the other gods
could live lives of ease while we were
bearing all the burdens. Thus, although
Reality was created “for” us humans, we
weren’t actually expected to gain from it
23
.
For a Higher Being (Spiritual). You create a
reality to provide value to the creator of
your own reality. No god of Reality
currently appears to be part of such a
supply chain, but if the NPCs of our virtual
worlds are ever inventive enough to create
22
It’s not clear whether he created Reality in order that he
could create human beings to live there, but I bet he did….
23
If you’re into enslaving entire populations of NPCs, Marduk
is the role-model god for you.
Chapter 9 Point of You
493
their own consequent realities then we
could easily sell our players access to these
(and perhaps reward the NPCs in their own
context to encourage them to make some
more).
To learn.
For You (Personal). You create a reality to
learn how to do so, or to speculate how
other realities might be, or to grasp the
utility of a new interface, or simply because
it’s fun
24
. My students who create virtual
worlds as projects slot right in here.
For Others (Social). You create a reality to
simulate some aspect of your own reality
through the behaviour of its players
25
, in
order to predict possible outcomes. The
virtual world Arden was explicitly designed
as a petri dish to test economic theories
(Castronova, 2008).
26
For your NPCs (Divine). You create a reality
so that the creatures of that reality can
improve their character. The Yoruba god
Olodumare breathed life into the first
people for this reason.
24
The relationship between learning and fun is well-
established for games and play (Koster, 2013).
25
It’s therefore designed “for” the players, but not necessarily
for their immediate benefit.
26
The general validity of such virtual-to-real mappings is
discussed at length in (Williams, 2010).
How to Be a God
494
For a Higher Being (Spiritual). You create a
reality in order discover more about and to
honour the creator of your own reality. This
seems to have been part of the motivation
behind the short-lived 2010 MMO, The Bible
Online.
To teach.
For You (Personal). You create a reality in
order to teach yourself something else in
the process. I know a former MUD player
who did exactly this to teach himself
programming
27
.
For Others (Social). You create a reality as a
serious game, to teach its players skills or to
alert them to the defaults of your own
reality. There are several educational virtual
worlds; CMX, for example, teaches its
players how to program in C
28
(Malliarakis,
et al., 2017).
For your NPCs (Divine). You create a reality
so that the beings of that reality can be
taught. The Incan god Viracocha really
takes this to heart, walking Reality
disguised as a beggar so as to teach us the
basics of civilisation
29
.
27
Perhaps unsurprisingly, programming and virtual worlds
are good pedagogical bedfellows.
28
See?
29
He clearly hasn’t finished yet.
Chapter 9 Point of You
495
For a Higher Being (Spiritual). You create a
reality in order to preserve and honour
those who have lived and died in your own
reality. This is the idea behind ancestor-
simulation
30
.
To help personal growth.
For You (Personal). You create a reality to
expand yourself (Newsome-Ward & Ng,
2021) or to make yourself manifest.
Jonathan Edwards, the foremost Puritan-
era theologian of America, argued that this
is the ultimate end goal God had when
creating Reality (Edwards, 1765); other goals
(such as being glorified) derive from it.
For Others (Social). You create a reality so
that players from your own reality can
positively transform themselves. This was
the core motivation behind Second Life
(Rosedale, 2009)
31
, and virtual worlds have
30
There’s a hypothesis, by the way, that unless we ourselves
are living in an ancestor-simulation, our descendants will
almost certainly never run one (Bostrom, 2003). A competing
hypothesis says that if we ourselves create a simulated
reality, the probability that we are living in one is almost zero
(Kipping, 2020).
31
“… my best definition of our mission is that we are working
to create an online world having the exceptional property
that it advances the capabilities of the many people that use
it, and by doing so affects and transforms them in a positive
way.Philip Rosedale, writing as Philip Linden.
How to Be a God
496
long acted as rites of passage (Schaap,
2002). Additionally, they can serve
therapeutic purposes: JennyMUSH was
created as a virtual crisis centre for people
subjected to sexual abuse in Reality (Reid,
1996)
32
.
For your NPCs (Divine). You create a reality
in order to allow the best creatures of that
reality to be rewarded
33
. Unfortunately,
although judging souls is fabulously popular
among the gods of Reality, I can find none
that created Reality first and foremost so
that they could perform such judging
34
.
However, having seen how people use
genetic algorithms in Artificial Intelligence,
it’s only a matter of time before someone
tries this for a virtual world.
For a Higher Being (Spiritual). You create a
reality in order to extend your creator (or
your creator’s creation). The logic here is
that by creating realities consequent on
your own, you are instantiating more of
32
JennyMUSH was itself griefed by an individual who snuck
in and carried on the sexual abuse virtually (Reid, 1994). You
really do have to worry about the minds of some people.
33
The worst creatures may not fare so well.
34
It may be a secondary motivation derived from a primary
motivation, though. For example, The Qur’an (67:2) suggests
that Allah created death and life to test as to which of us is
best in conduct, but this doesn’t imply that that’s why he
created all of Reality.
Chapter 9 Point of You
497
your creator (or of your creator’s creation). I
don’t see this idea gaining traction any time
soon, but it would make a decent science
fiction story
35
.
To be enjoyed.
For You (Personal). You create a reality that
you yourself want to play (or to play with
36
for fun). This is typical of players rather
than of designers. Example: unmodified
stock MUDs in the 1990s.
For Others (Social). You create a reality for
others to play so as to entertain or to
engage them. Genuinely free
37
game worlds
such as DikuMUD were built for this
purpose.
For your NPCs (Divine). You create a reality
to give the gift of life to your creations. This
is reportedly why Odin did it.
For a Higher Being (Spiritual). You create a
reality as an offering to your own reality’s
creator, who can play it (or at least be
present in it) and so give it their blessing.
Some of the church worlds, such as Church
35
Probably one in which some evangelical church raises vast
amounts of money to run more and more virtual world
servers, only for it to transpire that the whole exercise is a
front for a cryptocurrency-mining operation.
36
“The creative mind plays with the objects it loves” (Jung,
1923).
37
As opposed to free-to-play, which equates to profit-seeking.
How to Be a God
498
of Fools, seem to have been set up with this
at least partly in mind.
To make an artistic point.
For You (Personal). You create a reality to
express and behold some aspect of yourself
that you can only explicate through this
medium. The phenomenon can be observed
playing out between virtual world designers
in the form of artistic dialectics, such as the
one twixt sandbox worlds and theme park
worlds.
For Others (Social). You create a reality to
satirise, allegorise or otherwise comment
upon the reality in which you live. This is
the objective behind many early paracosms,
such as Thomas More’s Utopia (More, trans.
1901), and it features in some text MUDs
38
.
For your NPCs (Divine). You create a reality
to be glorified by the creatures of that
reality, so they may know you. According to
Roman Catholic doctrine, this is God’s
motivation for creating Reality.
For a Higher Being (Spiritual). You create a
reality to demonstrate (if there’s a higher
reality) or disclose (if there isn’t) your
sovereignty
39
. This is in line with most
38
Satire provides the context for one of the three kingdoms
in the MUD 3Kingdoms, for example.
39
In the sense of having supremacy over your own life.
Chapter 9 Point of You
499
monotheist theology, because if a god is the
only entity in or of their own reality,
everything they do must be such an act of
sovereignty-disclosure by definition.
To become a creator.
For You (Personal). You create a reality to
prove to yourself or to showcase to others
that you are someone who can create in this
medium. The Mayan gods Kukulkán and
Tepeu created Reality (or at least the
humans in it) specifically to preserve their
legacy.
For Others (Social). You create a reality so
that those who play it can create and shape
their own realities within it or become
otherwise inspired. This is the goal of social
virtual worlds such as the MOOs, MUSHes
and MUCKs of the 1990s
40
.
For your NPCs (Divine). You create a reality
so that the creatures of that reality may
worship you. This is for their benefit, not for
yours: unless you’re exceptionally vain you
40
To spare your happiness, I didn’t go into the history of
virtual worlds earlier in quite as much tedious detail as I
could have done. If you nevertheless want the tedious detail,
see Chapter 1 of (Bartle, 2016). Briefly, MOOs, MUSHes and
MUCKs were TinyMUD descendants and as such had no
gameplay to them; this allowed their designers to furnish
their players with supernatural abilities powerful enough for
them to sub-create worlds if they so desired.
How to Be a God
500
don’t actually need to be worshipped, but
through worshipping you your creations
can achieve a sense of peace and purpose.
This seems to be the reason that Allah
created Reality
41
.
For a Higher Being (Spiritual). You create a
reality so as to impress upon your creator
that you, too, are a creator. For example,
were you to create a reality explicitly to
fulfil your creator’s dictum that you were
created in their image (imago dei), you
would fit right here. As far as I can tell,
though, nothing like this has yet happened.
I’d certainly be impressed if my own NPCs
somehow managed it, though.
In the event that you lost track of all these lists
of bullet points and would really like to see a
condensed version, Figure 10 provides an overall
summary of the motivations (badly).
41
It’s definitely why he created human beings (and jinn); as to
whether it’s why he created the entire universe, well most of
what I’ve read on the subject suggests that it is but I’m happy
to defer to actual experts if it turns out I’ve got it wrong.
Chapter 9 Point of You
501
For You
For Others
For your
NPCs
For a
Higher
Being
Prototype
To test
out your
ideas.
To let
playtesters
identify
options.
To find out
if your
NPCs like
it.
To see if the
gods of your
own reality
approve.
Profit
To make
money
yourself.
So your
players
can make
money.
So your
NPCs can
serve you.
To provide
value to the
god(s) of
your reality.
Learn
To learn
how to
create a
reality.
To
simulate
your own
reality.
So your
NPCs can
improve
themselves.
To honour
your own
reality’s
creator(s).
Teach
To teach
yourself
a
different
thing.
As a
serious
game.
To instruct
your NPCs.
To honour
the dead of
your own
reality.
Growth
To
expand
yourself.
So that
players
can
transform.
To reward
the best of
your NPCs.
To extend
your creator
or their
creation.
Enjoy
So you
can play
it for fun.
To
entertain
your
players.
To give the
gift of life.
As an
offering to a
higher
being.
Art
To
express
yourself.
To satirise
your own
reality.
To be
glorified by
your
creations.
To
demonstrate
your own
sovereignty.
Creat
e
To prove
that you
can make
realities.
So others
can create
sub-
realities.
To be
worshipped
by your
creations.
To show
your creator
that you are
a creator.
How to Be a God
502
Here begins an aside.
It’s not important to what I want to say, but
these eight motivations pair up with each other:
Realities as product.
To prototype.
To profit.
Realities as tools.
To learn.
To teach.
Realities as destination.
To help personal growth.
To be enjoyed.
Realities as communication.
To make an artistic point.
To become a creator.
Realities as product objectifies both players and
content.
Realities as tools objectifies players and
subjectifies content.
Realities as destination subjectifies players and
objectifies content.
Realities as communication subjectifies both
players and content.
You can draw these pairings as a 2D graph if
you want, but I’ll leave that as an exercise
42
. At the
level of individual pairs of motivations, you could
42
I don’t want to give the impression that I see such graphs
wherever I look. That said, the Well How About That section
of this chapter perhaps exposes the sad truth.
Figure 10 Motivations Summarised (Badly).
Chapter 9 Point of You
503
further create a 3D graph by adding an
input/output axis (prototyping, learning, personal
growth and artistic points are input; the rest are
output).
Weirdly, these pairings map directly onto the
virtual world interface conventions I described in
Chapter 5: non-diegetic, spatial, meta and diegetic
respectively. That’s rather cool
43
.
Here ends an aside.
One of the contributing reasons I’ve left it late
to discuss motivations is that they draw on so
many concepts that it’s taken the bulk of this book
to cover them all. The main reason, though, is that
I wanted to make a point that I couldn’t make until
now.
The thing is, the motivations we have for
creating virtual worlds are equally applicable to
any god or gods who may or may not have created
Reality. We can choose to believe that Reality was
created for our pleasure, or our torment, or our
spiritual development, but we could actually be
living in a student project or a serious game or a
commercial product. As the opening quote from
Plato suggested, we don’t know how could we?
Of course, some fortunate few of us may have
been addressed by a god directly, but any being
with godly powers could tell us anything at all and
we’d have no way of discerning whether or not
43
Inexplicable, but cool.
How to Be a God
504
they were being truthful. If you were making a
virtual world just for you and your friends to play
for fun, you could hoodwink the NPCs by making
up all kinds of sincere nonsense about your
motivation they’d have absolutely no way to
gainsay it
44
. Even if you didn’t tell them a thing, the
chances are they’d make something up themselves.
It’s like this with Reality: whatever its creator (if it
has one) may tell us about why they created it need
have no basis in truth. I’m not saying it doesn’t; I’m
merely pointing out that it’s not a given.
I have two more points to make before moving
on.
Firstly, motivations for creating a reality are
not necessarily motivations for continuing to run
it. Reality could be a failed or botched experiment
that will shortly be terminated. It could be a work
in progress that will be patched at a future date. It
could be a prototype or A/B test that is scheduled
to be closed down at a certain date when sufficient
information has been gathered. It could be a legacy
project that’s receiving no updates but the servers
are kept running because it would be morally
wrong to kill us all by switching them off. Just
because Reality may have been created to
determine which 144,000 of us gets to live on in a
44
“My studies in old books in the priest salon at Silvermoon
had uncovered a legend that some gifted people could
communicate indirectly, via a being called a ‘player’ and a
channel called ‘Internet’.” (Bainbridge, 2010).
Chapter 9 Point of You
505
wondrous afterlife
45
, that doesn’t mean that this is
still why Reality exists.
My second point is that it’s possible to have
several motivations for making a reality, perhaps
with different target audiences. These may work
with, for or against each other in the service of a
greater, overarching motivation. With MUD, for
example, I did want players to find the virtual
world fun (enjoy: for others), but this was because I
wanted them to be free to become themselves
(growth: for others). That’s not the end of the story,
either.
Unfortunately, because my teenaged self didn’t
engage in much analysis of why I was doing what I
was doing, I’m having to reflect today on what my
thoughts were at the time and so construct a post
hoc explanation; it’s therefore susceptible to
inadvertent manipulation by my current self to fit
my agenda. That said, it seems to me that I wanted
to make MUD as an act of rebellion: I was telling
Reality to fuck off. I could make a better, fairer,
more just reality than the one I was living in, so I
did. This would suggest that my ultimate goal was
one of asserting sovereignty over my own life (art:
for a higher being). I wasn’t aiming to change
Reality (although if I did, so much the better); if I
had been then my motivation would have been to
45
The figure of 144,000 comes courtesy of Jehovah’s
Witnesses, based on their understanding of Revelation 7:4,
14:1 and 14:3 in The Bible.
How to Be a God
506
influence society (art: for others). No, I was instead
aiming to bypass Reality and its insidious, mean
little ways. Speaking as I was to an inert
audience
46
, I couldn’t simply make my statement
and await a response I had to enact it. Creating
an imagined reality through the medium of a
paracosm wasn’t good enough: I needed to create
an actual, working, visitable reality. My ideal was
one of freedom freedom to be.
You may note (with some irony, given the title
of this book) that at no stage in my creation of
MUD did I consider what the effect would be on the
non-player characters (mobiles) with which I
populated it.
I’ve made a point of saying that the motivations
listed in this section are not exhaustive. People
create realities for all kinds of reasons. It may be
that Roy Trubshaw and I are the only people ever
to have made a reality for the reasons we did. Then
again, it may be that every god of Reality created it
because their own reality was worse.
As for what I think of Reality today, ha! In my
opinion, it had it coming
47
.
46
Reality was unlikely to pass judgement on my work.
47
Hmm, “creating a reality for revenge” doesn’t seem all that
weird a motivation now.
Chapter 9 Point of You
507
A Lens
Let’s talk about religion.
It may come as a surprise to learn that there are
academics who study games and religion. They
even study how to study games and religion. When
it comes to video games, it would seem that there
are basically five levels at which religion occurs
(Bosman, 2016):
Material. Religion, whether fictional or of
Reality, occurs within the game itself.
Referential. The game refers, either
implicitly or explicitly, to one or more
existing religions of Reality.
Reflexive. The game reflects on existential
concepts that are traditionally the province
of religion.
Ritual. Players in the game behave in ways
that are traditionally associated with
religion.
Meta-level. Players or scholars identify the
experience of playing the game itself as
being religious.
Which one of these covers virtual worlds?
Well, actually they all do.
Material. Many virtual worlds do have a religion
built into them. World of Warcraft has priest as a
character class, for example, and a cathedral
dominates the skyline of Stormwind. The Bible
Online was somewhat more gung-ho and used the
How to Be a God
508
world of the Old Testament as its actual setting
48
.
Adding religion to a game world can make it more
immersive, more culturally relevant and more
meaningful to the players (Geraci, 2020), so it’s no
surprise that designers would do this.
Referential. It can be argued with some
justification that most current virtual worlds
implicitly embody religious themes from Reality,
as can be shown by tracing their heritage back
through Tolkien to Catholicism and ideas of
Natural Law
49
(Castronova, 2012). Explicit
references to the religions of Reality are rather
more hard to come by, but they do exist. As it
happens, virtual worlds are packed with non-
diegetic references to aspects of Reality, usually at
the expense of immersion; these are often referred
to as Easter eggs, and serve to give players
something to feel clever about for having noticed
(although, very occasionally, an Easter egg may
make an artistic point). References in this context
to the religions of Reality do occur, which is why I
mentioned it, but they’re relatively few in number.
You’ll see quests and NPCs with names that allude
to Dr Who or Buffy the Vampire Slayer or Friends, but
48
Sadly, because of fairly strict limits on the numbers of
popes allowed at once, the game Pope Simulator is not an
MMO.
49
This is a system of laws that claims its authority from
values deemed (by logical, spiritual or natural reasoning) to
be inherent in everyone. In the modern era, it’s closely related
to the concept of human rights.
Chapter 9 Point of You
509
very rarely ones that mention even religions with
no present-day followers, let alone ones with
millions. It does happen occasionally there’s a
quest in Rift called “An Eye for an Eye”
50
, for
example, and both Secret World Legends and Final
Fantasy XIV have one called “A Time to Every
Purpose”
51
but the practice is uncommon.
Nevertheless, it’s not unprecedented; we can,
therefore, still check this checkbox.
Reflexive. Religious themes such as sacrifice,
salvation, life and death abound in virtual worlds.
In Secret World Legends, for example, both the
Emma Smith and Sarah storylines are about
exactly these issues. Pretty well every virtual world
with some kind of narrative element to it is going
to touch on these themes at some point.
Ritual. Surprisingly, ritual has always been a
part of virtual worlds
52
. In MUD1, when players
reached the highest level and were elevated to
demigodhood, they were accorded a memorial
stone in the game’s graveyard. When Star Wars
Galaxies introduced its infamous New Game
50
Exodus 21:24.
51
Ecclesiastes 3:1.
52
Or perhaps not surprisingly, as some scholars have argued
that play is ritual and ritual is play (Copier, 2005). That said, it
may depend on what you mean by “ritual”; anthropologists,
for example, can use it to refer to “practices through which
the game is enriched with new meanings that go beyond its
ludic instrumentality” (Zabet, 2012), which isn’t what
scholars of Religious Studies mean by the term.
How to Be a God
510
Experience, players built mass graveyards for their
characters before quitting (Koster, 2018). A more
substantial example comes from EVE Online, which
avoids permadeath through the fiction of clones
called capsuleers: when one clone dies, its
consciousness is awakened in another. The Molea
Cemetery was created by players to preserve the
bodies of dead capsuleers, which would otherwise
lie where they’d fallen until deleted 30 days later.
Players have since added memorials there for
people they’ve lost in Reality.
53
Meta-level. Whether the experience of playing a
virtual world is religious or not is a matter for the
individual. There have certainly been virtual
worlds intended to be used directly for religious
purposes: Church of Fools was an early one,
although it couldn’t really be described as a game.
That said, players and academics have long been
aware that playing a virtual world can be a
religious or religious-like experience, even back in
the days of text MUDs (recall Jen Clodius’s work on
DragonMUD; for more modern takes, see (Aupers,
et al., 2018) (Geraci, 2019)).
In virtual worlds, then, religion occurs at all five
of the levels where it could occur. This is a book
53
Developers also do this kind of thing. World of Warcraft
features several examples (Gibbs, et al., 2012), including an
NPC genie called Robin who lives in an Aladdin’s lamp a
tribute to the late comedian, Robin Williams (who was
reportedly a fan of the virtual world).
Chapter 9 Point of You
511
about virtual worlds, so at which level or levels
does what I’m saying fit?
It fits none of them.
I’m not looking at video games through the lens
of religion; I’m looking at religion through the lens
of video games (specifically, virtual worlds).
That’s the thing about lenses: they’re two-way.
Having a lens to look at the realities we create as
virtual worlds gives us a reciprocal lens to look at
our world, Reality, as a virtual world. There is a
symmetry between us-as-gods and us-as-NPCs.
This book is part observation, part thought
experiment. We don’t yet have good enough
artificial intelligence systems to create morally
considerable virtual creatures; when we do, that’s
when Theology can become an experimental
subject. For the moment, it’s merely the case that
we should think about these topics in advance so
that we’re prepared for the day when they are
realised.
Doing this is useful for spiritual and non-
spiritual people alike. For the spiritual, knowing
what we have to decide when we create worlds
casts a light on what a creator of Reality would
have (had) to decide back in the day. For the non-
spiritual, we must ask ourselves how we want our
creations to be, and why.
Before looking through a lens, though, it’s wise
to contemplate the potential cost. We might not be
happy with what we see. If there’s one thing I’ve
learned from playing Call of Cthulhu, it’s don’t read
How to Be a God
512
the books: they only ever summon demons. What
demons might be summoned by looking at the real
as if it were virtual?
One of my MUD2 players, Lexley Vaughan
54
,
once wrote a critique of the way that the game
handled religion, arguing that by treating
spiritually-significant objects as if they had no
spiritual significance, I (as MUD2’s designer) was
saying something about religion in general:
By consistently treating religion as nothing
more than the sum of its physical building
blocks, consciously disregarding any hint at
any greater spiritual aspect, he promotes the
idea that this is all there is to it that people
with faith are, in some sense, deluding
themselves.
(Vaughan, 2003)
While not entirely correct regarding my
motivation (I wasn’t so much commenting on
religion as commenting on the structures of
Reality as a whole although I did want to equate
religion with fantasy), this does nevertheless bring
up an interesting point. If we ourselves become
gods of realities, does that lessen our connection
with whatever gods there may be of Reality? After
54
I’m certain this wasn’t her real name but, hey, it’s how she
wanted to be known.
Chapter 9 Point of You
513
all, what once seemed awesome and miraculous, to
gamers might now seem mundane.
After three days, Jesus respawned, took his
place as Administrator, and redefined the way
the game is played.
(Detweiler, 2010)
Is looking at virtual worlds a way to get people
into religion through games, or to get people out of
religion through games? Could it be that both
occur at times, or indeed that neither does? In the
two articles from which the above quotations
appear, Detweiler ultimately sides with “people
into religion” and Vaughan ultimately sides with
people out of religion”. What do you think?
Well, if it turns out that you’re Pope Benedict
XVI, I already know what you think: that images
can “become independent of reality” and can “give
life to a virtual world, with several consequences,
the first of which is the risk of indifference to
truth” (Zenit, 2010). In other words, there’s a risk
that the virtual can undermine the real more
people out of religion” than “people into religion”,
then.
Further slivers of evidence
55
in favour of
people out of religion” rather than “people into
55
I say “slivers” rather than “pieces” because when it comes
to matters of faith, evidence rarely enters into it; that’s kind
of the point.
How to Be a God
514
religion” come from research showing that games
can act as a placeholder for religion (Boren, 2016)
and that playing them reduces the propensity for
spiritual experience (Burris & Dow, 2015). It’s also
possible that although virtual worlds could be a
way to get people into religion per se, the religion
in question is not necessarily one that has a
presence outside the virtual world (Bainbridge &
Bainbridge, 2007). Academics have of course
suggested using video games as tools for religious
education (Waltemathe, 2015); being academics,
however, whether this is to educate people for or
against religion rather depends on the academic
56
.
Compounding all this, there’s a strong
argument that the cause of the 1980s moral panic
over Dungeons & Dragons was rooted in the fact
that religions and role-playing games both utilise
the same imaginative faculties, and therefore
access to the latter as clear-cut fantasies raises in
proponents of the former uncomfortable questions
about their personal beliefs (Laycock, 2015). The
qualitative research that has been done in this area
(Schaap & Aupers, 2017) does support this
suggestion to some extent, but also indicates that
the tenets of virtual worlds’ artificial religions can
provoke in some players a desire to seek living-
religion answers to the existential questions
raised. The same research also suggests that over
56
DragonRaid is a fantasy RPG used to help Christians apply
Biblical principles, for example.
Chapter 9 Point of You
515
time, players become less dogmatic in their
religious views and more tolerant of those held by
others. In some cases, then, it may not be so much
“people out of religion” as “people out of their
starting religion” (De Wildt, 2020).
If you’re a spiritual person
57
, then, you might
want to avoid spending too much time playing or
analysing virtual worlds. It’s not so much that
you’ll have a crisis of faith, but you could have a
leakage of it that you don’t notice until the tank is
approaching empty.
So, bearing that warning
58
in mind….
We know things now that we didn’t know in the
years before MUD was written. Some of what was
theory pre-1978 is practice now; much practice was
never even in the theory. We’ve learned lessons
from being gods which we can apply to our own
condition as creatures of a reality.
I’ve broached many of these observations in this
book. Here’s one of the more obvious and
important among them.
Imagine that our NPCs are contemplating their
existence. They conjecture that their world must
57
Or indeed a non-spiritual person: “Hardboiled atheist
players express more understanding and openness for the
religious Other and, in general, the universal longing for
ultimate meaning” (Schaap & Aupers, 2017).
58
It’s not the only warning, by the way, but it’s the most
pertinent to the discussion here. For other traps awaiting
those who hope to bring aspects of a religion from the real to
the virtual, see (Dawson, 2001).
How to Be a God
516
have a creator correct! They deduce that this
creator exists in a higher reality correct! They
calculate that they themselves must be modelled
on the creator correct! They imagine what their
creator must be like incorrect!
Even assuming they’re sapient, the characters
of my created realities know nothing about me. Any
concept they have of what I’m like is pure
supposition. They don’t know why I made their
world, why I made it the way I did, why I made
they themselves; they don’t even know that there’s
actually two of me, as I made their world with a
friend. All they have to go on is what they think I
must have thought when I did whatever it was I
did.
Put bluntly, they’re right that there’s a god but
wrong in every respect as to what I’m like as an
individual. As I noted in Chapter 6, even were I to
try to tell them what I’m like, theyd still be wrong.
I’d have to represent in their reality the whole
time, visible and interacting with it in godlike
ways, to be enough of a part of their existence for
them to get a decent understanding of who I am
and even that would depend on there being little
information loss. Otherwise, they’re just filling in
major gaps in their knowledge with wishful
thinking.
That’s my NPCs looking at me. It’s also human
beings looking at the god or gods of Reality. No
matter how much you may think you know them,
Chapter 9 Point of You
517
no matter how much you want what you think to
be true, the fact is that you’re largely speculating.
On the plus side, my NPC atheists are yet more
wrong: they don’t even think I exist. Relative to
their world, they may be correct; relative to mine,
though, they’re not
59
. What, then, am I going to do
to them when it comes to judgement day?
This isn’t actually a facetious question. It links
to Plato’s Euthyphro dilemma, in which Socrates
asks whether the pious individual is loved by the
gods because that individual is pious, or whether
that individual is pious because they’re loved by
the gods. In both cases, piety is approved of by the
gods, but in the former it isn’t defined by the gods
whereas in the latter it is
60
.
What it comes down to is whether it’s the gods
who decide what goodness is or whether goodness
is a concept independent of the gods. In our terms:
if we like NPCs who are good, is the mere fact that
we like an NPC itself sufficient to deem their
actions as good, or does our liking them derive
from the independent goodness of their actions?
Rephrasing Socrates’ question for virtual
worlds, then: do we like NPCs because they do
what we approve of, or do they do what we
approve of because we like them?
59
They will become correct when I die, which at the time of
writing has yet to occur. I expect it’s a couple of hundred
years away at the very least.
60
We came across this divine command theory when
discussing deontology earlier.
How to Be a God
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In my experience, game designers do like NPCs
to do what they (the designers) approve of, but
what they approve of is for the NPCs to be free-
thinking individuals. I remember a discussion with
Roy Trubshaw on this very topic back in about
1980: sure, atheist NPCs would be wrong about
there not being a creator, but as a creator you’d be
quite pleased that they’d managed to work out
there wasn’t one, given the complete lack of
supporting evidence. Atheist NPCs would
therefore gain a kind of redemption through
smartness
61
.
That’s my NPC atheists looking at me. It’s also
human atheists looking at the gods of Reality.
Note that although the NPC atheists are wrong,
that doesn’t mean human atheists are also wrong.
Likewise, the NPCs with spiritual tendencies may
be right, but that doesn’t mean that spiritual
humans are right. What this is telling us isn’t
what’s right or wrong about Reality: what it’s
telling us is what would have to be true for it to be
right or wrong and what the implications of that
would be.
It’s easy to fall into the groove of believing that
this is all an analogy. It’s not an analogy. We really
are the gods of the worlds we create, and we really
do have to think of ourselves as the gods of those
worlds if we’re to understand them. This in turn
61
They’d still be somewhat embarrassed to find themselves
in NPC heaven, though.
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gives us insights regarding whatever god or gods
there may or may not be of Reality. We, as gods,
have no say in this: we get the insights whether we
want them or not. An architect who spends ten
years designing buildings cannot prevent themself
from coming to a subsequent understanding of the
process of designing buildings: it arrives as an
unbidden consequence of their art. So it is with
gods of virtual worlds.
You don’t have to accept any of what I describe
in this book. Whether you’re right or I’m right or
we’re both right – or both wrong to a greater or
lesser degree is immaterial. The doors to new
realities have been flung open, and neither you nor
I can influence who’ll be going through them a
thousand years hence. The feel of Reality itself will
alter in ways as yet undreamt of; all we know for
sure is that there will be change:
Ever larger numbers of people will spend many
hours inside online games. To the rest of us,
these choices will feel like an exodus from our
reality. Our reality will be changed.
(Castronova, 2007)
As for why people will choose to represent in
these worlds rather than to engage with Reality,
game designer Jane McGonigal sums it up
concisely in the title of her book, Reality is Broken,
and its first line:
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520
Gamers have had enough of reality.
(McGonigal, 2011)
Nothing short of extinction will stop humanity
from creating and living in realities other than
Reality. The most we can do from our vantage
point today is to strive to ensure that the realities
we do create are places worthy of us.
Answers and Unanswers
I’ve asked a lot of questions in this book, some of
which are answered and some of which are
unanswered. Whether or not you find the
questions, answers or unanswers comfortable or
uncomfortable depends on your personal
philosophy.
For example: the Holy Trinity makes a lot more
sense when examined from an implementational
point of view, but whether you’re happy with that
may depend on whether you’re a Christian or not
62
.
Likewise, the rather neat explanation of how
transubstantiation works may please Roman
Catholics but be received with less enthusiasm by
others
63
. Reincarnation is perhaps the biggest
62
Christian technophobes will have a dilemma.
63
Technopagans, for example, treat real and virtual candles
as being equally meaningful in their rituals (O'Leary, 1996).
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overall winner, with virtual worlds offering several
mechanisms for it; whether you fall on the “that
clinches it” or “an explanation isn’t a proof” side of
the argument is contingent on your world view.
As another example, this time of a suggestion
that’s likely to be more widely vexatious: I raised
the possibility that our gods could well be duffers.
We may actually be smarter than our gods, or, if
we’re not, in the coming decades, centuries,
millennia or whatever we’ll create NPCs in our
virtual worlds who are smarter than our gods.
Worse, the easy defensive position that our gods
are of never-to-be-equalled, supra-genius level
intelligence means it’s even more certain that
you have no idea what theyre really like, and that
any and all glimpses you perceive of them are
wholly and reliably uninterpretable. That may sit
well with you or it may not; there may be a
felicitous way of accepting it or there may not. It
depends on how you come at it.
I’ve done my best to be accommodating in this
book, treating all religions past and present as
equally valid. A consequence of this is that I’ve
been able to call on evidence (or if you prefer,
“evidence”) from many cultures of varied parts of
the world when discussing both natural and
supernatural occurrences. This has been of use in
two ways: to see if we can implement in virtual
worlds what has been reported in Reality; to see if
there are reports in Reality of what we can
implement in virtual worlds.
How to Be a God
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Now as I said back in Chapter 1
64
, adopting this
impartiality could be taken as offensive. Usually, it
isn’t Japanese role-playing games routinely mix
figures and themes from assorted religions (De
Wildt & Aupers, 2020) and no-one raises an
eyebrow. That said, context is important. Smite, a
multi-player online battle arena, features gods
from the pantheons of Ancient Greece, Ancient
Rome, Ancient Egypt, Ancient China, Ancient
Japan, Ancient Polynesia, the Norse, the Slavs, the
Celts, the Mayans, Vodou and Hinduism. Now even
though Hinduism is older than any of the other
religions referenced by Smite, it’s still widely
practised whereas the rest (Vodou perhaps
excepted) are not. Prior to Smite’s launch, there
was some pushback from Hindu leaders who felt
that the presence of Hindu gods in the game
trivialised them, and as such was offensive to the
devoted (Eurasia Review, 2012). Much of this was
because of the art style
65
, but the more general
point was that by situating the world’s third-
largest religion
66
alongside a bunch of largely dead
ones, it was placing it in the same category.
Although such a comparison-of-unequals
appears rather low down on the list of significant
offences that this book is likely to cause, I could
64
It was right there in the footnotes.
65
Kali in particular was singled out, as she was depicted
wearing what was basically a bikini.
66
Fourth-largest if you include “no religion” as a religion.
Chapter 9 Point of You
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nevertheless have avoided it by concentrating only
on dead religions or only on live ones. I didn’t,
though, because who am I to judge whether a
religion is worthy of inclusion or exclusion? I’m
just a jumped-up computer programmer.
Furthermore, had I taken either of these
approaches, the result would have been even more
unsatisfactory.
The thing is, most of the evidence concerning
what gods did or didn’t do comes from a time
when people had neither the ability to record
supernatural phenomena nor the methodology to
test the veracity of reports. Even “modern” ideas
such as monotheism are several millennia old.
Although there are religions that have developed
more recently Scientology, Falun Gong,
Rastafarianism, many hundreds more these don’t
tend to come with attendant miracles or other
supernatural claims (indeed, some of them don’t
even have gods). If they did, cynics would ask to see
the evidence and feel justified in their cynicism
when it was not forthcoming to even half-way
credible standards. It would therefore seem that
modern gods are more reticent to perform acts of
physics-changing than were those of yesteryear.
This means that had I not included gods with
no present-day followers alongside gods with
millions of them, I would have been short of
examples of the kind of things gods can do.
However, had I only included them, I couldn’t have
said much of relevance to the modern reader. My
How to Be a God
524
decision to treat all gods as if they existed thus
addressed both issues, while allowing me to
remain relatively impartial.
I bring this up because of what it says about the
incidence of supernatural activity. Basically, the
closer we are to the present, the less of it there is.
No gods seem to visit Reality any more (if indeed
they ever did).
Why is this?
Well there could be many reasons. Perhaps
Reality is undergoing a denial-of-service attack by
hackers in the reality of the gods. Perhaps there’s a
new law in the gods’ reality that prohibits their
access to Reality at certain times. Perhaps the gods
have lost the password to Reality and can’t log in.
Assuming that there’s an open communication
channel between the gods and Reality, though, if
you hope to understand why no gods visit Reality
then you have to assign motivations to gods
about whom, as I’ve repeatedly pointed out, you
know nothing. All you can do is speculate “he’s
busy”, “it’s part of their plan”, “she’s about to rain
death and destruction on us all” – but in so doing
you open yourself up to further questioning. Busy
doing what? What plan? Why destroy all of us? In
answering those questions, you expose yourself
further, until you wind up with either a huge web
of secrets and suppositions, conspiracy-theory
style, or you have to say you don’t know (which you
probably should have done in the first place).
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As the fictional detective Sherlock Holmes put
it:
It is a capital mistake to theorise before one
has data. Insensibly one begins to twist facts
to suit theories, instead of theories to suit
facts.
(Doyle, 1891)
67
You may find it problematic that no gods visit
Reality today, or you may not
68
; either way, you
would be wise to examine why you think what you
think. I may not be able to furnish an answer that
will suit you, but you should at least have an
answer yourself that makes some progress
towards that end.
A related point that you need to consider (if you
haven’t considered it before) is that existence is a
reality-relative concept. To say, from Reality, that
one or more gods “exist” means that they exist in
Reality. This is clearly true of some gods the gods
of virtual worlds who do indeed exist in Reality.
What about gods of Reality, though? Well the same
rule applies: for them to exist from our perspective,
they too have to exist in Reality, the here and now.
Awkwardly, there’s nothing to indicate that
they do exist either here or now: they don’t interact
with Reality in any measurable way. If they did
67
This from an author who believed in fairies.
68
You certainly won’t if you advocate pandeism.
How to Be a God
526
interact, there’d be repercussions which today
would be easily noticed changes to the principle
of conservation of energy would have quite violent
side effects, for example. Perhaps they used to
interact, but have shied away now that we’re able
to detect the fact.
Of course, any god of Reality can by definition
control its physics, so could stop any detectable
effects of their actions by attaching functionality
to symbolic objects. For example, to create a
material object out of nothing should be impossible
and to create it out of energy should require
phenomenal temperatures 10,000,000,000,000
degrees or more. However, if you were to specify
that for a particular, symbolic interpretation of
matter (that is, matter you identify as being a
coherent object), regular physics was overridden
by a different physics, you could indeed do
something like create manna and rain it from the
skies to prevent the Israelites from starving. This
is the kind of miracle that our modern instruments
would not be able to detect (although obviously the
resulting manna would be detectable).
That said, this same active use of physics could
be employed in other situations, such as stopping
good people from being struck by lightning
69
. We
never see this, though: we never see physics
selectively overridden anywhere, ever. It’s not as if
69
Did you know lightning is sexist? 80% of fatalities are male
(Jensenius, 2018).
Chapter 9 Point of You
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there’s a need to hide it: if it were an everyday
occurrence, we wouldn’t even suspect anything
was untoward, it would seem to be part of the
nature of things (which it would indeed be).
No gods appear to be interacting with Reality. A
god of Reality who is present in Reality but never
interacts with it is effectively absent from it; a god
who never visits it at all is de facto absent from it.
In either case, the god concerned does not exist
relative to us.
This rather pedantic “definition of existence”
argument doesn’t say that gods can’t come to
Reality, it merely says that they don’t. Because it
admits the possibility that, say, Dionysus might
show up tomorrow and so would exist, it’s not an
argument against the existence of gods in absolute.
Nevertheless, it is an argument against the
existence of gods until they deign to show up or to
do something. Whether this is worrisome to you or
not I don’t know; if you haven’t already, you do
need to give some thought as to what you mean
when you say that you believe a particular god
“exists” or not, though.
Oh, speaking of beliefs….
I spent a section of this book talking about the
fiction of virtual worlds: that which you have to
buy into to accept the virtual as real. As it happens,
it’s not abnormal for an MMO to have religions for
its NPCs built into its fiction; this is usually to add
depth to the virtual world (thereby helping with
immersion), but it can also be for story purposes.
How to Be a God
528
In practical terms, what’s happening here is that
the actual gods of the reality in question are
thoughtfully providing it with in-fiction gods
whom the NPCs behave as if they believe exist.
Sometimes, these gods
70
don’t make an
appearance (you never see Elune in World of
Warcraft, she just speaks through people) but quite
often they do (you encounter Hydaelyn several
times in Final Fantasy XIV cut scenes). In the latter
case, an NPC’s “belief” in the existence of the god is
no more problematical than their belief in the
existence of other NPCs unsurprisingly, because
the god is an NPC (albeit one with supernatural
powers). This means that this particular aspect of
the virtual world’s fiction is objective truth from
the NPC’s perspective, somewhat undermining any
claims that their religion is indeed a religion
(Lefebvre, 2019).
The possibility that Reality’s apparent gods
could, like us, be mere NPCs created by its genuine
gods, I leave open as a topic for your consideration.
One of the problems religions have in general is
that they try to use persuasive logic to explain
themselves both to followers and to prospective
followers, but eventually they hit a wall
something that doesn’t follow logically from the
available facts but isn’t contradicted by them
either. They draw a line here and call it “faith”.
However, when new information arrives courtesy
70
Formally, they’re demigods.
Chapter 9 Point of You
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of science, they then have to decide whether what
they previously asserted with unshakable
conviction is:
wrong, because the facts can’t be made to fit
(so, what about everything that suggested it
was right, or that followed from this?);
right, because the facts can be made to fit
(suggesting that the religion lacks detail);
right, because the facts are simply flat-out
denied (therefore the use of evidence to
support the religion’s tenets is selective).
Virtual world religions are no different from
those of Reality in this regard, except that their
gods are more open to changing the physics (and
therefore the science) so as to maintain the
integrity of the account they wish to promulgate.
As an example of how new information (in this
case from software engineering) can challenge an
older idea, consider the notion of consciousness.
From our understanding of virtual worlds, it’s
clear that we humans have an embedded,
emergent form of intelligence, from which derives
our sapience and thence consciousness. We’re
independent thinkers, whose only access to one
another’s thoughts comes from observing one
another’s behaviour in the environment that we
share, Reality. Any other form of implementing
intelligence would encourage additional
phenomena.
For example, if consciousness worked by using
rules of physics specific to consciousness (and so
How to Be a God
530
was supernatural) which had effects that were
physical (such as those that result from actions
consciously taken) then from those same
supernatural rules would emerge other
phenomena that would also have physical impact,
such as telepathy, body swaps and ESP
71
.
If consciousness were a supernatural
phenomenon, then, there would be natural
consequences; these consequences are not
observed, therefore consciousness is not a
supernatural phenomenon. Nevertheless, some
accounts of human consciousness routinely assert
that it has spiritual, even transcendent qualities.
Likewise, they explain what a soul is and why we
all have one, but not why some of the things that
would happen if we did have one don’t happen.
This isn’t to say there isn’t a perfectly
reasonable explanation (some god could be
effortlessly dealing with the consequences, for
example); it’s just to say that those who think
consciousness is a separate and separable entity
should ponder what this entails, knowing what we
know about how it would have to be implemented.
They can then either incorporate this into their
account, ignore it, or argue against it.
71
It’s possible to take this further, and use what we know
about consciousness to understand what constraints this
imposes on how Reality works. This is the aim of integrated
information theory (Tononi, 2004).
Chapter 9 Point of You
531
Again, whether the results of this analysis are
comfortable or uncomfortable for you isn’t for me
to judge. I can point out some of what follows
logically from what we know about virtual worlds,
but that doesn’t mean I can answer the questions
so raised to everyone’s (or indeed anyone’s)
satisfaction.
These are unanswered questions. It’s for you to
turn those unanswers into answers, bespoke to
you.
Well How About That
Human culture knows four major ways of thinking.
Western philosophy emphasises logic and
reason. Its aim is to establish objective facts.
Although it has its sages Aristotle, Newton,
Einstein it does not take their words as inviolate.
It seeks truth for its own sake. That which can be
deduced from established mathematics using
established mathematics is accepted as true. That
which can be observed is provisionally accepted as
true, unless and until evidence to the contrary is
presented.
The philosophy of east Asia is not preoccupied
with the world as it appears to be. Rather, it is
concerned with how to chart a path through life.
The wisdom accumulated by sages since antiquity
How to Be a God
532
is used as a guide. The means by which the words
of the sages may be understood are themselves
revealed by the words of those sages who have
since followed, even up until the present day.
The philosophy of south Asia lies in between.
The words of the sages tell us how we might live
well, and their wisdom has stood the test of
millennia. New discoveries about the world as it
appears to be are welcomed because they cast
additional light on what we know from the sages to
be true, adding to our understanding of their
words.
The philosophy of the Islamic world also lies in
between that of east Asia and the west. Unlike the
philosophy of south Asia, however, it uses the
wisdom revealed by the sages
72
to explain the
phenomena observed in the natural world, rather
than the reverse. Indisputable words describe how
to behave such that the wonders of creation may
be revealed.
These summaries are just that summaries.
Furthermore, they’re summaries by me, a non-
philosopher
73
. Every one of them can be attacked
rightly and justifiably by philosophers of any of the
72
Primarily just the one sage, but with interpretations by
others.
73
Unless purveyors of pseudophilosophy (Moberger, 2021)
count as philosophers.
Chapter 9 Point of You
533
traditions outlined. I happily defer to them,
because this is their area of expertise, not mine
74
.
That said, I do believe that, at least in the
abstract, my summaries are serviceable.
This being so, it would seem that we can think
of philosophers as having a concept they want to
understand and a preferred method for pursuing
this understanding.
Western philosophers contend that the
world in which we live can be used to help
us understand the world in which we live.
The world explains the world.
South-Asian philosophers contend that the
world in which we live can be used to help
us understand the way we should live. The
world explains the words.
East-Asian philosophers contend that the
way we should live can be used to help us
understand the way we should live. The
words explain the words.
Islamic-world philosophers contend that
the way we should live can be used to help
us understand the world in which we live.
The words explain the world.
We can illustrate this as a graph, as shown in
Figure 11.
74
Just as I’m rather hoping they’ll defer to my expertise in
reality-creation over theirs.
How to Be a God
534
This graph can be augmented by two diagonal
lines, which I haven’t shown because it’s enough of
a mess as it is. One line, from east Asian to
western, is well-established in Comparative
Philosophy: it’s from “way-seeking” to “truth-
seeking” (Hall & Ames, 1998). The other line, from
south Asian to Islamic world is, as far as I can tell,
not something to which comparative philosophers
have given much thought mainly, I suspect,
because they haven’t constructed the graph. My
first shot at labelling the line is “identity-seeking”
What you want
to understand
Figure 11 Philosophical Traditions.
How you want
to understand it
The world in which we live
The way we should live
In terms of
the world in
which we live
In terms of
the way we
should live
Islamic
world
western
south
Asian
Asian
east
Asian
Chapter 9 Point of You
535
to “conformity-seeking”, but I’m sure there are
better ways of putting it.
Given what I’ve written elsewhere in this book,
“the world in which we live” would seem to
correspond to Reality. It depends on which
direction you come at it, though. For example, in
south Asian philosophy, the world as we perceive it
isn’t the world as it truly is. It has the form of it,
but isn’t itself it. That would make it a virtual
world, then? Well yes, if you’re looking subjectively
at Reality, but if you’re looking objectively as
Reality then the world described
75
by the sages of
antiquity is the one that’s virtual.
Because these two different views are in
practice simply two sides of the same coin, we only
need to consider one to understand both. Being
humans, let’s take the human-centric one and look
at Reality, rather than as Reality. This enables us to
use the terminology of virtual worlds to
characterise the different philosophical traditions
as follows:
Virtual Worlds as Virtual Worlds
Western philosophy
The world as it appears illuminates itself.
Virtual Worlds as Realities
Islamic world philosophy
The world as it appears is illuminated by the
world as it truly is.
75
Or imagined, if you take a strongly realist perspective.
How to Be a God
536
Realities as Realities
East Asian philosophy
The world as it truly is illuminates itself.
Realities as Virtual Worlds
South Asian philosophy
The world as it truly is is illuminated by the
world as it appears.
This book is divided into four sections. Their
titles are those of the bullet-point headers above.
This late revelation makes it look as if I was
being rather clever in my choice of partitions. As
such, I could stop at this juncture and leave you
with a favourable impression of my intellect (if not
my character).
I would be misinforming you if I did so, though.
In the first draft of this text, I adopted what
computer scientists call a depth-first approach. I
took each of my central themes in turn and
followed their individual lines of argument until
they reached their conclusions. When one branch
terminated, I backed up and followed the next
branch. Although this form of investigation is
systematic in its coverage of content, at the level of
discourse it bounces around between multiple
topics with little demarcation. The draft ended up
reading like a collection of independent
discussions with no overall structure to it.
After this effect was pointed out to me (see the
Acknowledgements), I rewrote the book using a
breadth-first approach. I formulated a narrative
thread which (see the Prologue) went something
Chapter 9 Point of You
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like this: explain what realities are; describe how
we create realities; discuss what responsibilities
those who create realities have; assess whether any
creator of Reality lives up to these responsibilities.
I changed focus between each step, and figured
that I should indicate this to the reader by
partitioning the chapters accordingly.
The steps didn’t originally have names, just part
numbers. This didn’t convey much information to
the reader, so I decided they needed titles. I went
through several iterations, mainly involving
different permutations of “looking up” and
“looking down”, until I settled on what was being
looked upon and what it was being looked upon as.
It was only several months later that, in an
effort to see how my thesis might fit into the wider
philosophical landscape
76
, I drew up the graph
depicted in Figure 11 and realised that there was a
connection with how I’d organised my book’s
parts.
It was, in other words, mere accident
77
.
I present this anecdote as evidence that virtual
worlds are opening new philosophical and
theological doors. They serve to reveal wondrous,
unmapped territories of thought and experience. If
I, a mere game designer, can stumble across a
76
I still don’t know the answer.
77
Those of you who drew the graph I left as an exercise in the
aside of this chapter’s Motivation section will note a second
curious accidental connection.
How to Be a God
538
previously unnoticed way of characterising what
different philosophical traditions offer their
proponents, what marvels might you uncover if
you put your mind to it?
Reflections
In northern Europe, around one woman in 30,000
will die of childbirth, whereas in the poorest parts
of the world it’s one woman in six (Ronsmans &
Graham, 2006). In 16
th
- to 18
th
-century England, it
was somewhere between one woman in 34 and one
woman in 41 (Wilmott Dobbie, 1982).
If you were a god of Reality, how would you
explain these statistics? Are modern-day women in
one society somehow more worthy than those in
another? Are they more or less worthy than those
of the past? Has death, in your view, got nothing to
do with the character of the individual? If so,
what’s wrong with murder? Why is what you, as a
god, are doing to these women not itself a form of
murder?
This is the kind of question that we can ask of
gods of Reality, because we know that soon we will
have to ask it of ourselves as gods of virtual worlds.
If our NPCs have babies, will we make some of
those NPCs die as a result? We can stop it. Would
we? Why would we? Why wouldn’t we?
Chapter 9 Point of You
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Any gods of Reality must work to a very
different ethical system to us for Reality to be as it
is, because our own situation is unethical by our
standards. Will we have to do likewise for our own
created realities? Might our own ethical codes
perhaps prevent us from creating populated-by-
sapients realities from the outset?
It is said that we cannot know the mind of
God
78
. That’s correct, especially if there is no God,
but we can know the minds of gods we have
some among us right now. These gods rule
realities that are consequent on Reality. As a result
of their experience, we know what gods in general
need to think about and to do. We know what
problems they can expect to encounter and we
know many of the solutions on offer. We know
some of what works and some of what doesn’t
work. Crucially, we know enough to make
deductions about how our own reality Reality
must be.
If you were to go outside right now and take a
photograph of something anything at all then
obviously I wouldn’t know what was in the
resulting image. I would, however, know some of
what certainly wasn’t in it. It wouldn’t show a
flashdark, because those things are impossible. It
wouldn’t show my paternal grandfather, because
he died in 1982. It wouldn’t show a vampire,
78
The original phraseology is rather more convoluted in
Corinthians 1:2 of The Bible, but this is the gist of it.
How to Be a God
540
because they’re only the stuff of folk tales
79
. If I saw
any of these things in your photograph, I’d know
that the image had been manipulated.
So it is with Reality. I don’t know much of
what’s in it, but I do know some of what’s not in
it of what can’t be in it. I also know some of what
must be in it for it to be consistent. There must be
light, there must be gravity, there must be me
80
. If
someone were to posit an idea that could be true
but would have implications that are false, or that
could be false but would be implied by something
that’s true, then I know the truth value of the idea
itself. If you were to tell me that at night the sun
didn’t exist, I’d know that this couldn’t be true
because if it were true then too many other things
that we know to be true would have to be false
(such as the existence of moonlight).
For me, knowing what I know about the design
of virtual worlds, I can see what would have to
follow if Reality were a conscious creation. These
consequences have not arisen. I can also see what
states of affairs we currently have that we
wouldn’t if Reality had been a conscious creation.
Even if it were an accidental creation ruled over by
an uncaring or capricious god, it would be different
79
Also, they don’t show up in single-lens reflex cameras
because these use mirrors and vampires have no reflection
(at least if the mirror is silvered, anyway).
80
For you, there must be you.
Chapter 9 Point of You
541
to how it is now. Time and dimensionality would
not behave as they do, for example.
That’s just my view, though. Other gods of
virtual worlds (there aren’t many of us at present
a few thousand at most) may well see things
differently. Everyone has their own take on life,
and how each of us accounts in our philosophy for
the lessons we’ve learned from being a god is
always going to depend on what our philosophy
was in the first place. My hope is merely that
people dwell on these experiences for long enough
to understand them.
The point is, when we create realities we have
to make decisions regarding how those realities
must be. If Reality is also created then those same
decisions must have been made for us. Your
experience, you can translate upwards.
Gods are gods: what one of them does reflects
on what others must do or must have done.
We you have godly power over entire
realities. Sure, they’re not much now, but given
computers the size of planets they will be. It
behoves us to use this power thoughtfully and
responsibly just as it would have done any
creator of Reality.
I am a god. It’s great! I love being a god!
Our realities don’t need gods, though. No reality
needs a god.
Let’s give our realities what they do need,
instead: humanity.
How to Be a God
542
“You know that question about whether if a
tree falls in a forest and no-one hears it, does it
make a sound? It does in MUD I’ve just
implemented it.”
Roy Trubshaw, 1978
PS: ).
Epilogue
543
Epilogue
Except for one unsubtle hint in the final few
paragraphs of Chapter 9, I’ve avoided in this text
taking any position myself on how things “really”
are with regard to the nature of Reality. It would be
strange indeed if I didn’t have opinions of my own,
though, and you could justifiably feel cheated if I
ducked out of telling you what these are. I shall
therefore bite the bullet and explain my own
thoughts on the matter. You can skip what follows
if you like, it adds nothing to the discussion: I
merely present it so that you can moderate your
view of this book’s content accordingly.
Important: this is just how I see it. You can, and
probably will, see it a different way. In matters of
faith (or lack thereof)
1
, it’s invariably the case that
more people think you’re wrong than think you’re
right; this is true for all instantiations of “you”,
including “you” = “me”. All I ask is that if you do
read on and find yourself disagreeing, don’t get too
cross over it. It’s not my intention to upset anyone,
1
“Faith is that quality by which we believe what we should
otherwise think to be false” (Richmond, 1934).
How to Be a God
544
so if you catch yourself becoming hot under the
collar, that’s the time to put the book down.
Right, then! You’ve probably figured out by now
that I’m at least agnostic and quite probably
atheist. I’m actually the latter. This admission will
immediately put some readers on the alert, as
atheists have a reputation second only to that of
vegans for being smug, sanctimonious, self-
righteous prigs
2
. As I’ve said, though, my hope here
isn’t to persuade people to renounce their god(s),
nor indeed to embrace ones they may have
previously dismissed; rather, it’s to help further
the reader’s understanding of the nature of Reality,
regardless of whether this understanding aligns
with mine. I don’t mind if what I write actually
entrenches your faith in some deity, so long as
you’ve digested and assimilated what virtual
worlds have taught us about being a god that we
didn’t know before we created them.
With this in mind, then, here’s my own
interpretation.
Some reality has to be at the bottom. Modulo
what programmers on other planets might have
done, until 1978 Reality was at the bottom. Today,
virtual worlds or other worlds-within-worlds
3
are
at the bottom.
2
No, I’m not vegan. Vega is over 25 light years away.
3
It’s possible to play Skyrim on the in-world, wrist-mounted
personal information processor (pip-boy) your character can
wear in Fallout 4.
Epilogue
545
Some reality has to be at the top. For atheists,
it’s Reality. For some theists, it’s a heaven (in one
guise or another), possibly paired with a hell. For
other theists, it’s a ladder or tree of heavens,
possibly infinite in extent (meaning there is no
“top”).
My view, based on what I know of virtual world
design, is that there are no realities above Reality.
Not one, not two, not dozens, not an indefinite
number. This is because, if there were, Reality
would be different.
Robyn and Rand Miller, the designers of Myst,
were once asked the following question in an
interview for Wired: “How has designing a whole
world changed your idea of God?”. Rand replied: “I
guess the simple way is to say that we know how
much work it took to create Myst, and how puny
and unreal it is compared to the real world, and
therefore how miraculous all of creation is.
Matching our experience … it just makes us realise
how great God is. (Carroll, 1994).
This isn’t how I see the situation at all.
We know how to make realities. We know how
to design realities. The thing is, Reality’s design
sucks.
The usual teleological argument is that the
world is so well-constructed that it must have been
designed. Its mere existence tips you off that
How to Be a God
546
there’s a god about
4
. Remarkably, even some
players in game worlds can feel the presence of
God in those worlds, despite the fact that God
didn’t write them (White Hodge, 2010). Whatever,
how could there not be a creator behind all these
wonders?
This is fair enough, but once you’ve made a
world yourself you can see that Reality isn’t
actually designed very well. If it’s designed at all,
it’s incompetent design, not intelligent design. For
me, the teleological argument leads to the opposite
conclusion: the way the world is tells us that it’s
not designed, not that it is designed.
If it’s not designed, it doesn’t have a designer;
this means that it wasn’t created by a god.
Reality’s procedural content-generation is
pretty robust, I’ll certainly concede that. It may
even have procedurally-generated procedural
generation rules, which would be quite impressive.
There’s a lot of it, too, although sheer size isn’t
really a factor when automatic processes are doing
all the work.
Where Reality falls down is in its content. This
is dreadful full of newbie mistakes. If Reality is so
beautiful and perfect, why do we humans spend
most of our time and effort trying to improve what
4
The technical term for this is numinous. It’s not related to
the term noumenal (meaning a reality as it truly is) that I
mentioned in an earlier footnote, notwithstanding its looking
as if it really should be.
Epilogue
547
it has to offer? Shouldn’t we still be enjoying living
in caves? Why would we be trying to rid ourselves
of disease, pain and suffering if those were good
things? They’re not good things! Reality is not a
good place.
Another problem is that even at the level of
individual humans, Reality isn’t fair. It’s not a level
playing field. We, the sapient creatures of Reality
are not meaningful to it. When asked what his
secret to longevity was, the philosopher Bertrand
Russell quipped “Choose your parents wisely”
(Ross, 1957)
5
. I’d go somewhat further: your
starting conditions impact practically every aspect
of your progress through life. I know the precise
minute when it was determined that I would never
become a High Court Judge: 11:15am on 10
th
January, 1960 the very moment I was born. At
least I didn’t make the mistake of being born
female I’d have been placed even further to the
back of the starting grid of life had I done so.
This kind of thing simply isn’t right. How could
any god justify such inequality? Each of us became
who we are at some point between being conceived
and being born (possibly later but certainly not
earlier); when we came into being as people, we
were in no position to do wrong. Why, then, would
5
Given that he was from one of the most notable families in
the British aristocracy (his grandfather was Prime Minister
twice), let it not be said that the third Earl Russell didn’t
practise what he preached.
How to Be a God
548
a god treat some of us better than others? Whether
a poor start in life is explained away by some
concept of reincarnation or of original sin, if it’s
intentional then we’re essentially being punished
for something we, as the people we know ourselves
to be, didn’t do. That takes bearing a grudge to a
whole different level. Even if Reality were designed
by a committee, we wouldn’t have such blatant
examples of negligence
6
.
Realities that are designed are designed to say
something. All design decisions are informed by
the overall message that the designer wishes to
convey. Reality, though, doesn’t say anything. The
reason some people are born into want and some
are born into luxury is simply that this is how the
dice fell. No god set up this ghastly inequity, we did
all that ourselves.
A god could stop it, though. Unfortunately, this
would necessitate changes to the way that Reality
works changes that would have been there from
the beginning had Reality been properly designed.
The thing is, Reality’s implementation leans
entirely on procedural generation. Everything is
emergent; there’s no special-case physics to lock
out unpleasantness. Virtual worlds can and do
attach functionality to symbolic objects that is,
to things made up of fundamental particles, rather
6
Committees are good for generating red tape, deferring
decisions, and shirking responsibility, but they are useless
when it comes to creative efforts.(Crawford, 1984).
Epilogue
549
than only to the fundamental particles themselves.
It’s not hard to implement this for patterns,
either I showed how to do it using that paragon
of emergent content, Conway’s game of Life.
Symbolic objects are the very bedrock of
exception-based physics: they’re what allow a
reality to work differently for different kinds of
objects.
Reality doesn’t have symbolic objects, though.
The sad consequence of this is that what we think
of as objects aren’t remotely regarded as such by
Reality. If they were then terrible injustices such as
stillbirths could easily be rectified by gods or
demigods. They continue to happen, though.
Symbolic object representation, a core tool of all
gods, has not been implemented for Reality. All we
have are fundamental particles arranged in
piecemeal-decomposable clumps, some of which
are common enough that the clumps that form us
ourselves assign meaning to them.
Symbolic representations are also required for
supernatural functionality, in order that such
physics-bending capabilities can be attached to the
objects that bear the requisite permissions. If you
can’t point at something in an ostensive fashion
and identify it as being an angel, you can’t give it
angelic powers. Were Reality to have supernatural
functionality, then, it must also have symbolic
representations of objects. If it did have such
representations, though, the fact would be evident.
The fact is not evident.
How to Be a God
550
It could be that the reason Reality lacks
symbolic representations is that they turn out to
be impossible for reasons to do with assembly
(remember Andy and Boudicca?); if so, then that
would explain it. Nothing requiring symbolic
representations could be implemented including
supernatural functionality. A god might therefore
wish to stop human beings from suffering, but be
unable to do so without changing Reality so much
that this would alter what it meant to be human in
the first place.
Whatever, regardless of why we have no
symbolic representation built into Reality’s
physics, the end result is the same either way:
there is no supernatural involvement in Reality.
We’re on our own, kids.
The resolutely impassive nature of Reality with
regard to us humans raises issues of morality. See,
when you build a world, you have to decide
whether to consider some or all of its creatures to
be moral beings. No, really, you have to do this. If
they’re nothing but bits in a database to you, you
can be uncaring. If they’re morally considerable,
though, you must treat them as such and that
means all of them, not just some favoured tribe or
gender (what’s with that, by the way?) or
occupation. When bad things happen that are the
fault of individual moral beings, OK, you can run
with that. When bad things happen that aren’t
their fault such as plagues that wipe out millions
Epilogue
551
of people indiscriminately
7
well frankly you can
and should stop these; it’s simply bad management
not to do so. Worse, though, you should have
designed your reality so that such events couldn’t
happen in the first place.
We, mere human beings, can do this right now,
today, with our virtual worlds. We can design
around these problems. Why isn’t Reality designed
around them?
It’s because Reality isn’t designed, that’s why.
Reality could be so much better! It has
permadeath, pain, suffering; it has no shape-
changing, no teleportation, no mental projection;
most of it is empty space (quite literally). Creating
content is the fun part of design, yet Reality has
nothing except what flows from the interactions
between fundamental forces and particles. It’s like
Conway’s game of Life played out on a multi-
dimensional canvas so immense that in occasional
small, random patches of matter, something
happens by complete chance to come together in a
fiendishly complex way. We are merely one such
small, random patch of matter.
Pause for breath.
OK, so it’s possible that this is all relative. For
example, perhaps a god of Reality gave us death
because in their view that’s better than the eternal
7
Or, in the case of COVID-19, discriminately based largely on
age.
How to Be a God
552
life that they have in their own reality
8
. This
nevertheless doesn’t alter the fact that there isn’t a
single piece of Reality that can’t be explained by
appealing to a universal physics. There’s no game-
mastered content, no hand-crafted content, no
user-created or user-generated content, just
systems content deriving from the single instance
of procedurally-generated content that is Reality.
Overall, in terms of content, most of Reality is
(literally, again) vacuous.
Now I do admit that saying Reality is nothing
more than a vast, vast state machine, repeatedly
running in perpetuity from arbitrary beginnings,
does sound rather implausible. How could
something as complex as us come to be unless by
the hand of something even more complex
9
?
Well, at random would do it.
Suppose I told you that a record of your life
from cradle to grave is already extant, even though
you haven’t lived it yet, and even if the universe is
non-deterministic. This seems a little improbable.
The human eye can distinguish between about a
million different colours. Let’s say 10 million, to be
8
“A finite game is played for the purpose of winning, an
infinite game for the purpose of continuing the play.”; “The
finite player aims to win eternal life; the infinite player aims
for eternal birth.” (Carse, 1986).
9
Who in turn, by the same reasoning, must have come to be
by the hand of someone even more complex, and so on until
you run out of complex. Or, if created by someone less
complex than us, until you run out of someone.
Epilogue
553
on the safe side. A single pixel in your field of
vision would therefore need seven decimal digits
to store it (because 10 million is 10
7
; put another
way, 0 to 9,999,999 inclusive is 10 million
numbers).
At a conservative estimate, the human eye has a
resolution of about 576 megapixels (Clark, 2017),
but let’s go with a thousand megapixels so we
don’t underestimate. In fact, because most of us
have two eyes, let’s make it two thousand
megapixels. A megapixel is a million pixels, so if
one pixel needs seven digits to store it then two
thousand megapixels would need 2,000,000,000×7
decimal digits, which is 14×10
9
. This means that to
store the image that you can see right now would
need 14,000,000,000 digits to write down.
The human eye can interpret something like a
thousand frames a second. There are around
365.25×24×60×60 = 31,557,600 seconds in a year.
How long do you want to live? Would 120 years be
enough? That would make your life be around
3,786,912,000 seconds long. Let’s make it
5,000,000,000, or 5×10
9
seconds long, in case life
expectancy suddenly shoots up.
At a thousand frames a second, you would see
10
12
frames in your lifetime. If each frame needs
14×10
9
digits then to store a stereoscopic motion
picture of your life would need 7×10
22
digits.
That’s 70,000,000,000,000,000,000,000 digits.
Reminder: this is not the number that
encapsulates everything you’ve ever seen and ever
How to Be a God
554
will see: it’s the number of digits that are in that
number.
It’s a big number.
Now consider the mathematical quantity π (pi).
It has an infinite number of decimal places.
Somewhere in its decimal part is at least one
sequence of 70,000,000,000,000,000,000,000
consecutive digits that correspond exactly to the
motion picture of your life. Indeed, there are an
infinite number of these sequences
10
.
Things which seem impossibly improbable can
actually be a hundred percent certain.
Do not underestimate the power of random in
the context of infinity.
These are my reasons for rejecting the
existence of one or more gods of Reality, even
though I myself am a god of a reality. They’re not
my only reasons
11
, but they’re the ones drawn from
my experience with virtual worlds. I owed it to you
to explain my take, but you don’t owe it to anyone
to accept my line of argument.
That’s the point of being a free-thinker: you get
to think freely.
10
Strictly speaking it’s only conjectured that this is the case
for pi. It’s definitely true for the CopelandErdős constant,
but fewer people have heard of that than they have of pi.
11
We know the way that supernatural views of Reality came
about, and they didn’t involve any supernatural elements. If
you are apprised of how a story was constructed, and this
construction makes it clear that the story is a fiction, well
that means the story is indeed a fiction.
Epilogue
555
Whatever the natures of Reality and the human
condition may be, our understanding can only be
improved by thinking about them.
I therefore invite you to do so.
Glossary
ix
Glossary
AI
Artificial Intelligence
CSR
Customer Service Representative
D&D
Dungeons & Dragons
ESO
Elder Scrolls Online
ESP
Extra-Sensory Perception
GMC
Game-Mastered Content
GOFAI
Good Old-Fashioned Artificial
Intelligence
HCC
Hand-Crafted Content
LARP
Live-Action Role-Playing
MMO
Massively-Multiplayer Online
MMORPG
Massively-Multiplayer Online Role-
Playing Game
MUD
Multi-User Dungeon
NPC
Non-Player Character
OED
Oxford English Dictionary
PC
Player Character
PCG
Procedural Content Generation
PGC
Procedurally-Generated Content
PvP
Player versus Player
RNG
Random-Number Generator
RPG
Role-Playing Game
SoG
Sceptre of Goth
SWL
Secret World Legends
TSW
The Secret World
UCC
User-Created Content
UGC
User-Generated Content
How to Be a God
x
VR
Virtual Reality
WoW
World of Warcraft
References
xi
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Index
xli
Index
................................................ See existential quantifier
π ..................................................................................... See pi
360° illusion..................................................................... 141
3Kingdoms ....................................................................... 498
Abraham .................................................................... 14, 102
Abrahamic religions ........... See religions: Abrahamic
absenting .............. 23031, 23537, 246, 254, 467, 476
Absolute, the.................................................................... 172
accounts........................................................ 13, 17, 94, 284
Achaea ................................................................................. 79
actors ................................................................................ 325
Adam........................................................................ 259, 275
Addams, Wednesday ......................................................43
addons ............................................................................... 281
adds .................................................................................... 314
agnosticism ..................................................................... 241
AI .............................................. See Artificial Intelligence
aimbots ............................................................................ 326
Albion Online ..................................................................... 84
Alfheim ....................................................................460, 465
Allah .............................................. 170, 365, 487, 496, 500
alpha testing................................................................... 490
American Football .......................................................... 268
Ammit .............................................................................. 406
amorality ........................................................... See morals
Amphitryon ...................................................................... 96
Amun ................................................................................. 153
How to Be a God
xlii
Amun-Ra ...........................................................................153
An Atheist’s History of Belief ....................................... 362
ancestor-simulations ................................................... 495
Ancient Africans .............................................................. 49
Ancient Chinese ..................................................... 49, 522
Ancient Egyptians ....153, 157, 194, 333, 362, 405, 451,
522
Ancient Greeks . 13, 18, 49, 95, 148, 173, 222, 259, 319,
329, 431, 485, 522
Ancient Indians ............................................................... 49
Ancient Japanese .......................................................... 522
Ancient Mesopotamians ................................... 248, 407
Ancient Polynesians ..................................................... 522
Ancient Romans ........................... 95, 209, 259, 317, 522
Ancient Slavs ............................................................ 13, 522
Angrathar the Wrathgate ............................................ 88
Anthropology ........................................................ 441, 509
Anubis .............................................................................. 405
Apep .................................................................................. 451
Apollo ................................................................................... 13
Aquinas, Saint Thomas................................................ 182
arborescence .................................................................. 463
Arden ................................................................................. 493
argument from marginal cases ............................... 420
argument from species normality .......................... 420
Aristotle ...........................................................................202
Artificial Intelligence22, 206, 299, 325, 335, 346, 496
ethics of ........... See ethics: of Artificial Intelligence
Good Old-Fashioned ................................................ 207
artists .................................................................. 5657, 201
medieval ............................................................... 25758
Index
xliii
ascending ... ...... 152, 229, 235, 237, 246, 406, 412, 451,
467
Asgard ......................................................................245, 461
asiety ................................................................................ 150
Asimov, Isaac ................................................................. 339
asking for a pony .......................................................... 473
Association Football ...................................................... 268
atheism .................................................... 241, 51718, 545
Athena .......................................................................... 57, 62
attaching ................................................ 23233, 236, 249
Atum .................................................................................. 153
Atum-Ra ........................................................................... 153
Auden, Wystan H. .......................................................... 136
augmented reality ......................................................... 145
Aurora Technology ...................................................... 382
Avatar .................................................................... 3133, 59
avatars ......................................................................... 59, 171
Azeroth ............................................................................ 465
Aztecs ...................................................................... 356, 462
Babbage, Charles .............................................................. 51
Babylonians .................................................................... 492
backfire effect ................................................................. 371
back-ups .................................................................. 123, 130
backward chaining ....................................................... 299
Barker, Muhammad A. R. ............................................ 138
Bartle, Richard .................................................................. 31
Batman .............................................................................. 170
BCPL .................................................................................... 21
beehives ............................................................................ 162
beetle in a box ................................................................. 136
beings
How to Be a God
xliv
moral ................................................... See moral beings
morally considerable ..... See morally considerable
beings
supernatural ...................... See supernatural: beings
Benedict XVI, Pope ............................................... 125, 513
beta testing .................................................................... 490
Bible Online, The ................................................... 494, 507
Bible, The ............... 94, 102, 113, 150, 190, 259, 505, 539
Big Bang, the........................................................... 128, 152
bits ................................................................... 198, 307, 346
in a database . 196, 210, 226, 337, 394, 397, 425, 550
Black Desert Online ...........................................37, 84, 282
bleed .................................................................................. 378
blinkers............................................................................. 162
Blizzard Entertainment .............................................. 465
Bodh Gaya ....................................................................... 443
Book of the Dead, The ................................................... 406
bosses................................................................................. 313
bots ................................................................... 320, 32534
Boudicca and Andy ................................................20815
Brahma ............................................................................. 105
brains ..................................... 135, 180, 238, 24041, 354
branching factor ............................................................ 159
Brethren of the Free Spirit ......................................... 369
British, Lord ....................................................................390
Brontë sisters .................................................................. 137
Buckley, Theodore A. ................................................... 318
Buddhism ............................................................... 148, 336
Buffy the Vampire Slayer ............................................. 508
Buffyverse ....................................................................... 139
bugs ................................................................................... 120
Index
xlv
Burning Crusade, The ......... See World of Warcraft:The
Burning Crusade
Butler, Samuel ................................................................ 318
C … ...................................................................... 21, 359, 494
C++ ............................................................................... 93, 359
Call of Cthulhu ................................................................. 511
Campbell, Joseph .......................................................... 266
capsuleers ....................................................................... 510
cardinal virtues ..............................................................416
Cataclysm ................ See World of Warcraft: Cataclysm
causa sui ............................................................................ 153
causality....................... 164, 168, 184, 187, 296301, 307
cells .................................................................. 16062, 200
cellular automata ................................................. 164, 486
Celts .................................................................................. 522
channelling ..................................................................... 324
Chaos .................................................................................149
Chapman, George .......................................................... 318
characters
non-player........................ See non-player characters
player .......................................... See player characters
cheats ................................................................................ 417
Cheondoism.................................................................... 246
Chess ........................................................... 42, 15759, 374
chosen one ......................................................................... 14
Christ
body and blood of ..................................................... 250
real presence of ......................................................... 252
Christianity 95, 150, 170, 183, 229, 252, 257, 259, 335,
410, 416, 431, 455, 520
Church of England ....................................................... 445
How to Be a God
xlvi
Church of Fools ...................................... 44042, 498, 510
Civilization V ................................................................... 286
clients ................................................................................. 90
Clodius, Jen .............................................................441, 510
CMX ...................................................................................494
code ................. 63, 66, 181, 195, 202, 226, 235, 465, 483
executable ....................................................... 64, 71, 131
self-modifying ............................. 67, 176, 184, 18890
source ......................................................... 3233, 64, 71
codebases .................................................................. 74, 483
cogito, ergo sum ..............................................................220
Columbo ............................................................................ 355
Communist Manifesto, The ..........................................469
compilers ........................................................................... 64
completeness ........................................................... 19293
Computer Science .................................. 2325, 160, 222
computers ........................................................ 63, 195, 234
analogue................................................................ 68, 306
quantum ......................................................................306
consciousness .............................. 207, 319, 337, 52930
consent .................................................... 342, 429, 47172
consequent realities ............ See realities: consequent
consequentialism .......................................................... 416
consistency ..................................................................... 192
content 20, 7584, 87, 9498, 102, 104, 116, 127, 464,
483, 502, 546, 551
contextual ..................................................................... 82
designed ......................................................................... 82
direct ............................................................................... 82
emergent ...................................................... 8284, 549
explicit ............................................................................ 78
Index
xlvii
freeform ................................................................ 82, 100
game-mastered .................................... 79, 9698, 552
hand-crafted......................... 80, 9698, 101, 103, 552
implicit ............................................................................ 78
procedurally-generated ... . 81, 96, 99, 101, 103, 546,
552
systems .......................................... 81, 98, 103, 384, 552
user-created ......................................... 80, 97, 100, 552
user-generated ............................................ 80, 99, 552
contextual content ................. See content: contextual
continuous time .......................... See time: continuous
Conway, John H. .......................................... 160, 164, 486
Conway’s Game of Life .........................................See Life
Copeland–Erdős constant ......................................... 554
corpse runs ..................................................................... 388
cosmic egg .......................................................................149
cosmic inflation .............................................................. 153
covenant, the .................................................................. 276
covertness ........................................................ 17375, 364
Cowper, William............................................................. 318
creatio ex deo .................................................... 15052, 155
creatio ex materia ........................................... 14950, 155
creatio ex nihilo ....................................... 14950, 154, 156
Crowfall .............................................................................. 84
CSRs ............... See customer services representatives
Curtis, Pavel ............................................. 17779, 47273
customer service representatives .............................. 57
D&D ........................................... See Dungeons & Dragons
da Vinci, Leonardo ......................................................... 129
dancing ............................................................................. 315
Darwin, Charles..............................................................414
How to Be a God
xlviii
dasein ................................................................................ 386
data ..... 63, 6567, 103, 113, 12326, 180, 184, 195, 226
hard-coded .................................. 66, 7071, 74, 1034
interpreted ............................................. 67, 7072, 104
soft-coded ............................................... 66, 7072, 104
database, bits in a .......................See bits: in a database
databases ............................................... 113, 296, 388, 390
declarative representations ....................................... 222
deflationism ............................................................ 210, 221
deism ........................................................... 17174, 17678
demigods ............................................. 17, 57, 17374, 528
demiurges........................................................................ 149
deontology....................................................................... 416
Descartes, René ....................................................... 44, 179
descending .......... 148, 229, 23637, 245, 253, 451, 467
design team ............................................................... 5557
designed content ........................ See content: designed
designers ...... 19, 53, 5557, 73, 18182, 276, 281, 363,
384, 439, 476, 487
lead ................................................................... 55, 57, 483
detaching ......................................................................... 232
deterministic realities .... See realities: deterministic
deterministic Reality ........ See Reality: deterministic
Detweiler, Craig..............................................................513
Deucalion ......................................................................... 485
dharma ............................................................................. 415
digital simulations ........................................................ 305
DikuMUD ......................................................... 48384, 497
DikuMUDs ......................................................................... 75
Dionysus .......................................................................... 527
direct content .................................... See content: direct
Index
xlix
directors .......................................................................... 325
discrete time ...................................... See time: discrete
divine command theory ............................. 417, 437, 517
divine providence ......................................................... 453
Doran, James.................................................................. 466
Doyle, Arthur C. ............................................................ 286
Dr Who ..................................................................... 437, 508
DragonMUD ............................................................ 441, 510
DragonRaid ....................................................................... 514
dreams ..................................................................... 134, 144
lucid ............................................................................... 134
Duchamp, Marcel.......................................................... 201
dumps ...................................................... 123, 164, 167, 450
Dungeons & Dragons ................. 25, 58, 79, 13940, 514
Earth ............................................... 101, 128, 257, 308, 357
Earth-divers ........................................................... 148, 155
Easter eggs ..................................................................... 508
Edwards, Jonathan ....................................................... 495
effects ............................................................................... 299
egoism ...............................................................................416
Elder Scrolls Online, The ................................................. 58
Elune ................................................................................. 528
Elysian Fields, the ......................................................... 220
emergent content .....................See content: emergent
Empire of the Petal Throne ............................................ 138
end boss ............................................................................ 314
endurantism .................................................................... 162
End-User Licence Agreement.......................... 326, 383
engagement ....................................................................... 41
engines, game ..................................... See game engines
Enlil ................................................................................... 420
How to Be a God
l
Entropia Universe ........................................................... 492
environmentalism ........................................................ 422
Epicurean paradox........................................................ 431
Epicurus ........................................................................... 431
Erebus ............................................................................... 485
Eros.................................................................................... 485
escape rooms .................................................................. 142
Esege Malan ....................................................................... 17
ESO .......................................See Elder Scrolls Online, The
ESP ................................... See extra-sensory perception
Essex University...................... See University of Essex
ethics ....................................................... 341, 378, 415, 439
normative .................................................................... 416
of Artificial Intelligence .......................................... 418
of care ........................................................................... 417
systems of ................................. 377, 43338, 452, 539
systems of meta- ....................................................... 438
virtue ............................................................................ 416
Eucharist................................................................. 249, 252
EULA ....................... See End-User Licence Agreement
Euthyphro dilemma ...................................................... 517
Eve ..................................................................................... 275
EVE Online ................................. 59, 81, 464, 47374, 510
Evening Star, the ........................................................... 322
evidence .............................................................................. 14
executable code ............................ See code: executable
existence
abstract ..............................See existence: conceptual
conceptual ................................................. 221, 224, 252
equivocal interpretation of .................................... 224
ideal of ..........................................................................482
Index
li
material .................................. See existence: physical
modes of ..................................................... 221, 224, 242
nature of ....................................................................... 219
partial ....................................................................24345
physical ............................221, 224, 226, 228, 252, 443
relative .............................. 119, 205, 244, 24647, 525
to bring into ......... 11, 99, 107, 110, 223, 297, 413, 471
to will oneself into .............................................153, 183
univocal interpretation of...................................... 224
existential quantifier ................................................... 222
expansions ................................................. 84, 88, 12829
expectations ................................................................... 295
explicit content ............................. See content: explicit
exploits ...................................................................... 73, 408
extensional definitions .......................................201, 222
extra-sensory perception ........................................... 324
Fallout 4 ............................................................................ 544
Falun Gong ..................................................................... 523
Farmer, Randy .................................................................. 31
Fiasco ................................................................................ 140
Fiction Theory ............................................................... 260
fiction, the .......... 41, 59, 82, 27280, 28392, 510, 527
Field of Reeds ................................................................. 406
Final Fantasy XIV .................................. 37, 424, 509, 528
Finger of Death.............................................................. 384
first cause argument ................................................... 150
flashdarks ................................................................ 186, 539
Flinn, Kelton ...................................................................... 31
forking
realities .........................................See realities:forking
servers........................................... See servers: forking
How to Be a God
lii
formal logic ..................................................................... 221
Forster, Edward M. .............................................. 275, 345
forward chaining........................................................... 299
Fountain ............................................................................ 201
frames ...................................................................... 376, 380
Free Guy ............................................................................ 422
free will165, 16869, 337, 34142, 354, 365, 395, 400,
403, 426, 429, 432
freeform content ........................ See content: freeform
freeish will ....................................................................... 341
Friends .............................................................................. 508
full resets ............................................. See resets:sudden
fun ..................... 41, 97, 158, 167, 276, 355, 489, 493, 551
functionalism ................................................................. 478
Gabriel ............................................................................. 409
Gaea .......................................................................... See Gaia
Gaia ........................................................................... 329, 485
game directors ................................................................. 55
game engines ....................................... 32, 7374, 79, 155
Game of Thrones ..................................................... 29092
Beyond the Wall .......................................................... 291
Game Studies .................................................... 41, 82, 489
game-mastered content ............... See content: game-
mastered
gameplay .......................... 76, 81, 85, 272, 286, 384, 499
games .......................... 32, 73, 158, 278, 316, 507, 51314
multi-player .................................................................. 28
serious ..........................................................................494
Ganges, River.................................................................. 443
Garriott, Richard ...........................................................390
Gather ................................................................................486
Index
liii
Gautama, Siddhārtha................................................... 443
Geertz, Clifford ..............................................441, 44849
gender ................................................................. 12, 37982
General, the .................................................................... 437
generations ........................................... 16063, 200, 304
ghosts ................................................................ 18, 297, 322
Gillian’s Hoop ................................................................. 466
gliders................................................................................ 162
GMC .................................. See content: game-mastered
Go ............................................................................... 335, 374
God ... ...6, 1415, 15051, 170, 259, 335, 369, 373, 399,
45556, 495, 498, 54546
Gödel, Kurt ................................................................ 19193
Gödel’s Incompleteness Theorems .......................... See
Incompleteness Theorems
gods ... ....... 6, 1017, 47, 5657, 102, 172, 177, 194, 218,
235, 241, 259, 310, 328, 36164, 385, 431, 447, 451,
455, 46162, 47277, 482, 485, 491, 51718, 521,
52328, 538, 541
belief in ......................................................................... 218
creator ........ 17, 14950, 171, 183, 275, 349, 455, 496,
499, 516
definition of ..................................................................... 7
personal ...................... 16971, 173, 177, 195, 242, 292
Gods ... .................................................. See Lap of the Gods
Gods, Demi-Gods and Heroes ........................................ 58
GOFAI ............... See Artificial Intelligence: Good Old-
Fashioned
Golden Rule .................................................................... 434
Goliath .............................................................................. 209
Gomorrah ........................................................................ 329
How to Be a God
liv
governments .......................................................... 47076
graceful resets..................................See resets: graceful
graphical MUDs............................See MUDs: graphical
Greek Orthodoxy ......................................................... 444
Groundhog Day ................................................................ 121
Groundhog Day resets ................... See resets: sudden
Guild Wars 2 ............................................................. 23031
gunk .................................................................................. 198
Habitat .......................................................... 3133, 59, 444
hacker culture .................................................................. 25
hadith, books of..................................................... 259, 487
hand-crafted content ........ See content: hand-crafted
hard-coded data........................... See data: hard-coded
hardware..................................................................... 63, 68
of Reality .............................. See Reality: hardware of
Harington, Kit ................................................................ 291
Hasbro .............................................................................. 140
HCC ........................................ See content: hand-crafted
Heaven .................229, 231, 246, 25758, 308, 389, 445
heavens......................................... 149, 294, 462, 482, 545
Hegel, Georg W. F. ........................................................... 19
Heliopolis ..........................................................................153
Hell .................................................................................... 456
Hellblade: Senua’s Sacrifice .......................................... 146
hells ................................................................ 294, 482, 545
Hemera ............................................................................. 485
Henry V ..............................................................................176
Hephaestus ............................................................... 57, 317
Heracles ...................................................................... 62, 95
Hercules ......................................................... See Heracles
Hermes ......................................................................... 18, 62
Index
lv
Hermeticism ..........................................................261, 456
heroes ..........................................................................58, 114
heroine's journey, the .................................................. 267
hero's journey, the ........................................................ 266
higher realities ............................... See realities: super-
Hinduism 59, 105, 118, 151, 171, 175, 33536, 410, 486,
490, 522
Hittites ............................................................................. 458
Holmes, Sherlock ................................................. 285, 525
Holy Ghost ................................................ See Holy Spirit
Holy Spirit ............................................................... 170, 183
Holy Trinity ........................................................... 182, 520
Homer .........................................................................97, 317
Hounds and Jackals ........................................................ 157
Huizinga, Johan .............................................................. 42
human rights ............................................... 336, 454, 508
Hume, David ................................................................... 436
Hydaelyn ......................................................................... 528
ideal of existence........................ See existence: ideal of
idealism ............................................. 18081, 2048, 468
Ilhuicatl-Teteocan ........................................................ 463
Iliad, The ......................................................................97, 317
Ilm al-Kalām .................................................................... 150
imagination .............................................. 43, 13435, 144
imago dei .................................................................455, 500
immanence .................................... 153, 184, 22829, 355
immanent transcendence .......................................... 355
immersion ...................... 26571, 27679, 281, 285, 295
identity ............................................................... 266, 268
presence as ................... See presence: as immersion
sensory ........................................................ 265, 26869
How to Be a God
lvi
system .......................................................................... 270
immortality .................................................. See mortality
immortals ................................................................. 58, 392
immutability ................................................................... 195
impassibility ................................................................... 195
implicit content ............................ See content: implicit
Incans ...............................................................................494
inclusive position ......................................................36, 38
Incompleteness Theorems .......................... 19193, 235
Indiana Jones and the Crystal Skull ............................ 276
inductivism ..................................................................... 478
information gain ........................................................... 373
information loss ............................................ 37273, 516
initial states .......................................... See states: initial
instances .. 8789, 10610, 11519, 250, 387, 398, 552
integrated information theory ................................. 530
intelligence ...............................................................33435
artificial .............................. See Artificial Intelligence
group .................................................................... 321, 347
human-level ................................................................ 337
of non-player characters ............... 31825, 342, 419
super- ............................................................................ 343
intensional definitions ................................................ 201
interfaces .......................14546, 262, 26971, 282, 503
diegetic ......................................................... 279, 28182
meta .............................................................................. 279
non-diegetic............................................................... 280
spatial ........................................................................... 279
interpreted data .......................... See data: interpreted
interpreters......................................................... 6768, 72
Isaac................................................................................... 102
Index
lvii
Iscariot .............................................................................. 315
Ishmael ............................................................................. 102
Islam ............................ 102, 150, 170, 259, 409, 455, 488
Island of Kesmai ......................................................... 3133
Islandia .............................................................................. 138
is-ought problem .......................................................... 436
Israelites ................................................................. 333, 526
Jainism ..................................................................... 148, 336
Jehovah’s Witness ........................................................ 505
JennyMUSH .................................................................... 496
Jesus ................................................................ 249, 410, 513
John Paul II, Pope .......................................................... 125
Jonson, Ben ..................................................................... 379
Jotunheim ................................................................ 46162
Judaism .................................................. 150, 170, 333, 455
just-in-time evaluation ................................................. 99
Kali .................................................................................... 522
Kali Yuga ..........................................................................491
Kane ................................................................................... 152
Kant, Immanuel ............................................................. 347
Kaplan, Jeffery .................................................................. 78
karma systems .............................................................. 407
keying ............................................................................... 306
King of the World ............................................................ 382
Klietz, Alan ......................................................................... 31
Koster, Raph ................................................................... 483
Krishna ...............................................................................171
Ku ........................................................................................ 152
Kuba ................................................................................... 151
Kukulkán ......................................................................... 499
Kur ..................................................................................... 407
How to Be a God
lviii
Kurma ................................................................................ 171
Lactantius ........................................................................ 431
LambdaMOO ............................. 38, 17778, 182, 47273
land, laws of the ............................. See laws: of the land
Lap of the Gods.................................................................. 59
LARPs .................... See live-action role-playing games
Las Vegas .......................................................................... 118
laws
of nature ........................................ 11, 185, 47172, 475
of physics ...... 70, 1034, 185, 188, 207, 215, 29496
of robotics, Asimov's three .................................... 339
of the land............................................... 11, 471, 47577
layers .............................................................. 91, 1067, 116
lead designers .................................. See designers: lead
LegendMUD ..................................................................... 483
legitimate use of force ................................................. 470
Lego bricks ...................................................196200, 206
Lem, Stanisław ............................................................... 487
Leveilleur, Alphinaud ................................................... 423
Lewis, Clive S. ................................................................. 138
Life........................ 16064, 200, 302, 304, 486, 549, 551
Lila .....................................................................................486
limbo ................................................................................. 445
live-action role-playing games ......... 14143, 145, 146
lived religion ................................................................... 478
logical atomism ............................................................ 200
Loki .................................................................................... 462
Lono ................................................................................... 152
Lord of the Rings, The .................................................... 289
lore ....................................................................... 55, 27375
lower realities...................................... See realities: sub-
Index
lix
lucid dreams ........................................ See dreams: lucid
Lumpl ............................................................................... 209
lusory attitude .................................................................. 41
Luther, Lex ...................................................................... 353
Ma’at ............................................................................4056
Maggs, Bruce..................................................................... 31
magic circle, the ...................................... 4243, 144, 417
magic cities ...................................................................... 138
Maia .................................................................................... 62
Malachy, Saint ................................................................ 125
Mandela Effect, the ....................................................... 145
many-worlds interpretation ..................................... 459
Marduk............................................................................. 492
marginal cases ............................................................... 420
Mars ................................................................................... 176
Marvel cinematic universe ......................................... 139
Massively-Multiplayer Online Role-Playing Games
..............................................34, 37, 79, 85, 295, 38789
Mathematics .................................................................... 50
Matrix, The................................................................. 14, 201
Mayans .................................................................... 499, 522
Mbombo ............................................................................ 151
McGonigal, Jane ............................................................. 519
men, angry young ........................................................... 26
mereological nihilism ................................................... 197
Mereology ........................................................................198
Meretzky, Steve .............................................................. 158
merging servers ............................See servers:merging
Meridian 59 ........................................................................ 24
Metaphysics ................................201, 203, 209, 221, 242
Metaverse Manifesto, The ............................................ 469
How to Be a God
lx
Metaverse, the ................................................................464
metrics ............................................................................ 405
Microsoft Word ............................................................... 65
Middle Earth ................................................................... 289
Midgaard ........................................................................... 75
Midgard........................................................... 245, 46062
Miller, Rand ..................................................................... 545
Miller, Robyn .................................................................. 545
mind
physics of ..................................................................... 319
theory of.................... 34550, 35556, 358, 366, 417
mind uploading ............................................................. 241
mind-body dualism .............................................. 179, 319
mind-body problem...................................................... 180
Minecraft ................................................................. 100, 199
mini-boss ......................................................................... 314
mîs- ................................................................................248
mixed reality................................................................... 146
MMORPGs. See Massively-Multiplayer Online Role-
Playing Games
MMOs ......... See Massively-Multiplayer Online Role-
Playing Games
mobiles .............................................. 61, 232, 31316, 506
mobs .................................................................. See mobiles
modal realism .................................... See realism: modal
Molea Cemetery ............................................................ 510
Mondain ............................................................................. 90
monism ............................................................................ 180
monomyth .................................. See hero's journey, the
Monopoly ............................................................................ 28
monotheism ........................................................... 499, 523
Index
lxi
Monster ................................................................................ 31
monsters.............................................................. 61, 85, 312
moral beings................................ 414, 420, 42324, 550
morality meters ............................................................ 407
morally considerable beings ........... 42026, 429, 452
morals........... 376, 383, 398, 411, 41517, 429, 439, 454
systems of ..................................................418, 422, 432
More, Saint Thomas ..................................................... 498
Mormonism .................................................................... 150
Morning Star, the ......................................................... 322
Morningstar, Chip ........................................................... 31
mortality.......................................... 38587, 39193, 401
mortals ..............................................................58, 392, 447
Moses ................................................................................ 443
MUD ... 2023, 2534, 56, 155, 173, 184, 202, 293, 355,
370, 389, 48283, 5056, 542
MUD1 ..........................................22, 32, 231, 313, 379, 509
MUD2 ................................. 22, 89, 155, 232, 253, 316, 512
MUDs ............................. 3234, 37, 79, 89, 199, 389, 498
graphical ........................................................................34
stock .............................................................. 75, 485, 497
Muggletonians................................................................ 371
Muhammad .................................................. 259, 409, 487
multi-boxing .................................................................. 233
multi-player online battle arena .............................. 522
multiple religious belonging ...................................... 371
Multi-User Dungeon ............................................ See MUD
Mutt, Richard ................................................................. 201
Myrkheim ........................................................................ 460
Myst ................................................................................... 545
myths ................................................................................... 13
How to Be a God
lxii
Native Americans ................................................. 148, 152
Natural Law ................................................................... 508
nature
laws of.............................................. See laws: of nature
of realities ................................ See realities: nature of
of Reality .................................... See Reality: nature of
Neo ........................................................................................ 14
Nergal .............................................................. 24849, 252
Nesbit, Edith ................................................................... 138
New Game Experience ................................................ 510
Newsnight ........................................................................ 415
Newton, Isaac ................................................................. 243
nihilism .............................................................................197
Nomic ................................................................................ 190
nominalism ................................................. 2034, 2067
Non Serviam..................................................................... 487
non-player characters ........ 94, 311, 341, 354, 412, 435,
442, 475, 528
abilities of ...........................312, 34648, 446, 45152
bodies of ............................................................... 23436
copying .................................................................. 23738
death of ........................................ 13031, 387, 39498
fictional integrity of ................................. 115, 28284
in our image.............. 258, 261, 311, 34951, 356, 362
intelligence of .......... See intelligence:of non-player
characters
morally considerable ....................................... 42224
of Reality ...... See Reality: non-player characters of
perspective of .. 182, 204, 25356, 36569, 391, 515
souls of ............................................................... 399407
Norse ..................................................... 259, 460, 462, 522
Index
lxiii
noumenal......................................................................... 347
NPCs ..................................... See characters: non-player
numinous ........................................................................ 546
Nyāya-Vaiśeṣika ............................................................. 341
Nyx .................................................................................... 485
occasionalism.................................................................. 175
Odin ..................................... 225, 245, 252, 256, 350, 497
OED ................................... See Oxford English Dictionary
Olodumare ...................................................................... 493
Olympians .............................................................. 329, 392
Olympus ............................................................................. 97
omnipotence ................................................................... 193
omniscience ............................................................ 168, 193
ontology ............................................................................ 219
operation phase ................................................................ 53
optimistic-exclusive position ........................ 3637, 41
Order of the Holy Walnut, the .................................. 444
Orion .................................................................................... 18
Otherland ......................................................................... 354
overtness .......................................................... 17375, 364
Oxford English Dictionary ................................................. 7
pandeism .......................................... 171, 17779, 182, 183
panentheism ................................................................... 151
pantheism ........................................ 151, 17172, 176, 246
paracosms ................... 13738, 318, 483, 486, 498, 506
paramount realities ............. See realities: paramount
partial existence .......................... See existence: partial
partial realities ............................... See realities: partial
patches ............................................... 84, 89, 12729, 504
Payne, Cynthia ................................................................ 415
PCG .................... See content:procedurally-generated
How to Be a God
lxiv
PCs ................................................. See characters: player
perdurantism ................................................................. 162
permadeath .................................................... 38890, 551
persistence ............................................................... 29, 205
personae ........................................................................... 355
personal gods .................................... See gods: personal
personhood ............................................................ 336, 421
personification .......................................................227, 451
persuasiveness ................... 260, 263, 26869, 271, 294
pessimistic-exclusive position ............... 36, 3839, 43
PGC ..................... See content:procedurally-generated
Phaedo .............................................................................. 400
phases ......................... 88, 91, 106, 109, 11416, 251, 398
phenomenal .................................................................... 347
phenomenology ............................................................. 478
Philosophy ......................................................... 41, 110, 198
phlogiston theory.......................................................... 243
physicalism .............................................................. 18081
physics
laws of............................................ See laws: of physics
of realities .............................. See realities: physics of
of Reality .................................. See Reality: physics of
of the supernatural ... See supernatural: physics of
the
pi…. .............................................................................. 66, 554
places ...................................................... 26566, 297, 439
other-directed ............................................................442
sacred .......................................................... 44344, 446
spiritual ................................................................ 43940
Planetfall ........................................................................... 158
Plato ....................................................... 202, 400, 503, 517
Index
lxv
player characters ... 29, 42, 5859, 90, 182, 253, 276
78, 325, 378, 406, 413
abilities of ................................................... 284, 311, 320
bodies of ............................................. 180, 23233, 262
death of ................................................ See permadeath
fictional integrity of.................................. 27981, 312
identifying with .............................. 231, 266, 355, 389
of Reality .............. See Reality: player characters of
player-versus-player.................................................78, 80
playtesters ........................................................................ 58
Pleiades, the ...................................................................... 62
Plutarch ............................................................................ 216
Polly ........................................................................... 37982
Pope Simulator ................................................................ 508
Pope, Alexander .............................................................. 318
Poseidon ............................................................................. 18
possessing ............................................................... 233, 321
possible worlds ........................................................ 111, 116
post-colonialism............................................................ 453
Potter, Harry .................................................................. 458
powers, supernatural ........ See supernatural: powers
prayers ............................................................. 175, 48081
preconditions ................................................................. 299
predicate calculus ......................................................... 222
premonitions.................................................................. 298
pre-production phase .....................................................52
presence.................................................................. 230, 263
as active medium ...................................................... 264
as immersion ..................................................... 26465
as parasociality................................................. 264, 350
as realism .................................................................... 263
How to Be a God
lxvi
as social richness ...................................................... 263
as transportation .............................................. 26465
presenting ..................................................... 230, 270, 277
primary worlds .............................. See worlds: primary
principle of minimal departure ............................... 260
problem of universals .................................... 2025, 227
procedural content-generation ................................ See
content:procedurally-generated
procedural representations ....................................... 222
procedural rhetoric ...................................................... 384
procedurally-generated content ............. See content:
procedurally-generated
producers........................................................................... 57
production phase .............................................. 5253, 55
production rules ............................................................ 299
programmers ...... 29, 5657, 64, 89, 121, 166, 177, 188,
210, 212, 465
Project Horseshoe ......................................................... 384
projection ...................................... 345, 348, 35152, 354
Prometheus ..................................................................... 319
properties ........ 2016, 212, 216, 22223, 239, 319, 412
of virtual worlds .......................................................... 28
physical .......................................................................... 45
property dualism ................................................... 18081
prophecy ..................................................................125, 325
Proteus effect ................................................................. 355
pseudophilosophy ......................................................... 532
Ptah .................. 45, 153, 156, 18388, 19394, 235, 467
PvP ............................................. See player-versus-player
Pyrrha ............................................................................... 485
qualia ..................................................................................321
Index
lxvii
quests ................................... 58, 78, 85, 88, 266, 311, 509
Qur’an, The ......................... 102, 190, 259, 365, 409, 496
Ra ........................................................................................ 153
Rama ...................................................................................171
random-number generator ............... 116, 166, 168, 174
Ranters ............................................................................. 370
Rastafarianism .............................................................. 523
real time ........................................................ See time: real
realism ........................................................................ 2027
modal .............................................................................. 111
presence as ......................... See presence: as realism
realisticness .................................. 28891, 294, 346, 394
realities
as communication .................................................... 502
as destination ............................................................ 502
as product ................................................................... 502
as tools ......................................................................... 502
consequent .... 226, 23536, 245, 307, 46069, 493,
496, 539
definition of ............................................................ 460
deterministic ... 15557, 159, 163, 16667, 188, 298,
552
forking ................................................................. 301, 451
higher ............................................ See realities: super-
nature of ........................................................... 910, 437
paramount ............................................................. 44, 46
partial ............................................................................ 142
physics of .......................... 912, 15, 185, 191, 461, 472
self-modifying ............................................................ 192
sub- .. 51, 154, 218, 229, 231, 235, 245, 251, 260, 307,
310, 370, 373, 438, 45152, 46067, 477
How to Be a God
lxviii
sub-sub- .............................................................. 235, 465
subtle .............................................................................135
super- ..... 51, 97, 100, 108, 111, 118, 148, 153, 164, 170,
172, 186, 218, 22829, 231, 236, 24546, 251,
29294, 300, 310, 334, 438, 46667, 475
Reality ............................................................ 29, 3640, 45
bugs in ........................................................... 12122, 126
content of ........................................... 98101, 104, 546
death in ............................................................... 389, 551
definition of .................................................................... 8
design of ...................................................... 54548, 551
deterministic .............................................. 16465, 187
existence of ................................... 8, 180, 24546, 254
hardware of ........................................ 95, 270, 373, 466
implementation of ... .... 1038, 111, 114, 120, 3035,
413, 54649
nature of ............................................................. 438, 543
non-player characters of ... .....95, 108, 118, 12526,
239, 303, 32728, 332, 343, 390, 528
origins of............................................... 14853, 171, 183
physics of .......... 68, 180, 18588, 193, 260, 297, 470
player characters of . 9597, 112, 114, 168, 328, 332,
413
self-modifying ............................................................ 194
visiting .......................... 95, 99, 113, 234, 300, 52425
Reality is Broken .............................................................. 519
reattaching ............................................................. 232, 249
reference worlds ........................ See worlds: reference
reincarnation .....110, 320, 323, 386, 401, 413, 467, 520
relative existence ...................... See existence: relative
religion ......................... 289, 441, 478, 507, 51014, 528
Index
lxix
religions .. 363, 438, 44748, 5078, 514, 52123, 528
Abrahamic ................................................. 150, 169, 455
Religious Studies ................................................. 478, 509
representing .......230, 234, 237, 24445, 249, 25154,
26970, 277, 365, 36874, 451, 46162, 464, 467,
516, 519
reputation systems ................................................. 4078
resets
full ...................................................... See resets:sudden
graceful ......................................................................... 124
Groundhog Day ............................. See resets: sudden
respawning ...................................... See resets: rolling
rolling ...................................................... 85, 8889, 120
sudden ......................................................85, 8889, 122
respawning ..................... 86, 38788, 390, 39697, 513
respawning resets ............................. See resets: rolling
resurrection........................................................... 322, 386
Rift ..................................................................................... 509
RNG .............................. See random-number generator
RNGesus ........................................................................... 174
robots .............................................................. 234, 241, 339
Rock ‘n’ Roller Coaster ................................................... 106
Roko’s basilisk ................................................................ 343
role-playing .................................................... 139, 379, 381
role-playing games............................................... 378, 514
Japanese ...................................................................... 522
live-action ........See live-action role-playing games
massively-multiplayer online .......... See Massively-
Multiplayer Online Role-Playing Games
tabletop .................................................. 79, 13940, 144
rolling resets ....................................... See resets: rolling
How to Be a God
lxx
roll-out phase ................................................................... 52
Roman Catholicism ......... 24950, 438, 498, 508, 520
Rosedale, Philip .............................................................. 495
RPGs ............................................ See role-playing games
rules ...................................................................................... 41
of Life..................................................................... 160, 163
sets of ..................................................................... 19192
Russell, Bertrand ........................................................... 547
sacred places ...................................... See places: sacred
Salen, Katie ........................................................................ 42
Saler, Michael ................................................................. 139
Sally-Anne test ............................................................... 345
sandboxes ........................................................... 79, 81, 498
Sansar .................................................................................. 37
sapience...... 33538, 35154, 390, 395, 399, 422, 424,
429, 475, 487
Sceptre of Goth ............................................................3133
Schrödinger’s cat .......................................................... 242
Scientology...................................................................... 523
scripts ................................................................. 6768, 353
Second Life ........................................ 37, 79, 155, 444, 495
secondary worlds ...................... See worlds: secondary
Secret World Legends .......................... 272, 277, 315, 509
Secret World, The ..................................................... 58, 272
secular sacred................................................................. 436
self-awareness ............................................... 33537, 352
self-modifying code .............. See code: self-modifying
self-modifying systems See systems: self-modifying
Sellers, Mike ...................................................................... 24
sentience ........................................ 336, 399, 42122, 424
servers ........................................... 90, 428, 450, 484, 504
Index
lxxi
forking ............................................................ 90, 11214
merging .......................................................... 90, 11214
wipes............................................................................. 485
Shakespeare, William ................................................... 176
shamans ........................................................................... 359
Shapira, Andrew............................................................... 31
shards ...................................... 9091, 1067, 11114, 130
Sherlock............................................................................. 287
Ship of Theseus .............................................................. 216
Shiva ................................................................................. 105
Sia ...................................................................................... 362
Sides, David ....................................................................... 31
Sikhism ............................................................................ 336
Simargl ................................................................................ 13
simples ...................................................................... 196, 211
Sinai, Mount ................................................................... 443
singularity, the .............................................................. 342
Skrenta, Rich ..................................................................... 31
SkyForge ............................................................................. 59
Skyrim ...................................................................... 140, 544
SkySaga ............................................................................. 199
Sleipnir ............................................................................. 462
Smite ................................................................................. 522
Smith-Stanley, Edward G. G. ...................................... 318
Snow Crash ........................................................................ 59
Snow, Jon ......................................................................... 291
social contract theory ......................................... 417, 433
Socrates ............................................................................ 517
Sodom............................................................................... 329
soft-coded data .............................. See data: soft-coded
software ..................................... 6269, 73, 108, 323, 346
How to Be a God
lxxii
multi-user ..................................................................... 28
SoG ........................................................ See Sceptre of Goth
Somerville, Margaret ................................................... 435
Sosaria ................................................................................ 90
souls 111, 18081, 2056, 25758, 320, 323, 399407,
41113, 442, 496, 530
source code ............................................ See code: source
spaces......................................................................... 45, 439
Spinoza, Baruch ............................................................. 165
spirit worlds ................................................................... 359
spirits ............................................................... 349, 35862
spiritual places ................................ See places: spiritual
spiritual worlds ............................. See worlds:spiritual
Spiritualism .................................................................... 358
spirituality....................................... 43943, 51112, 530
Star Trek .................................................................. 393, 459
Star Wars Galaxies ............................................... 483, 509
Star Wars: the Old Republic ........................................ 406
stasis ................................................................................. 130
states ...... 70, 123, 125, 130, 15861, 164, 166, 294, 303,
450, 481, 552
initial ............................................................. 159, 161, 163
transformation .......................................................... 158
Stevenson, Robert L...................................................... 138
stock MUDs .......................................... See MUDs: stock
Stoicism ........................................................................... 246
Stormwind ...................................................................... 507
strategic religious participation ............................... 371
Suber, Peter..................................................................... 190
sub-realities ......................................... See realities: sub-
substance dualism ............................................... 179, 205
Index
lxxiii
sub-sub-realities ........................ See realities: sub-sub-
subtle realities ................................. See realities: subtle
sudden resets ..................................... See resets: sudden
suffering ........................................ 421, 42428, 431, 550
Sufism ...................................................................... 135, 455
Sumerians ....................................................................... 420
Summerland, the .......................................................... 246
sunset phase ...................................................................... 53
Superman ................................................................. 227, 353
supernatural
beings ...................................... 1718, 57, 126, 284, 349
physics of the ............................................................. 296
powers...................................71, 17374, 365, 446, 528
super-realities ................................. See realities: super-
supervention .................................................................. 180
SWL ........................................... See Secret World Legends
symbolic interpretation............................ See symbolic
representation
symbolic objects ............ See symbolic representation
symbolic representation ....... 196200, 207, 211, 526,
54850
systems
content ........................................See content: systems
self-modifying ............................ 18485, 188, 19192
tabletop RPGs ........ See role-playing games: tabletop
Tale in the Desert, A ....................................................... 474
Talmud, The ..................................................................... 190
Taoism.............................................................................. 246
Targaryen, Daenerys ................................................... 292
Tartarus ........................................................................... 485
Taylor, John ....................................................................... 31
How to Be a God
lxxiv
Technopaganism ...........................................................520
Tékumel ........................................................................... 138
telekinesis ........................................................................ 325
teleology ...................................................................172, 545
telepathy ...........................................................................321
telepresence .............. See presence: as transportation
Tepeu ................................................................................499
Terms of Service............................................................ 383
text ....................................................... 33, 74, 262, 26869
Tezcatlipoca .................................................................... 356
The Evolution of God ...................................................... 362
theism ............................................................................... 545
theme parks .................................................... 79, 442, 498
Theology .................................................................... 50, 511
theory of mind ................................ See mind: theory of
Theseus ............................................................................ 216
threads ............................................................................. 122
ticks ...................................................................................304
time .............................. 121, 124, 128, 298, 300306, 541
continuous .............................................................3047
discrete....................................................................3047
real ................................................................. 29, 302, 374
travel .......................................................... 300303, 481
Time Lords ...................................................................... 437
TinyMUD ................................................................ 484, 499
Tolkien, John R. R. ....................... 44, 137, 260, 455, 508
transcendence ..................... 153, 171, 184, 228, 356, 456
transhumanism ............................................................. 241
transmigration .............................................................. 320
transubstantiation....................................... 24952, 520
trash .................................................................................. 314
Index
lxxv
Trubshaw, Roy ....... 2021, 2526, 2832, 34, 56, 105,
184, 293, 355, 370, 379, 483, 506, 518, 542
true names ...................................................................... 327
trust ......................................... 276, 28788, 291, 36669
TSW .................................................. See Secret World, The
Turing machine .............................................................. 373
Turing Test ..................................................................... 353
Turing, Alan.................................................................... 353
tutorials ...................................................................... 80, 98
typists ................................................................................. 60
tyrannies .......................................................................... 471
UCC ......................................... See content: user-created
UGC .................................... See content: user-generated
Ultima Online ................................................... 91, 390, 483
Ultima universe ............................................................. 479
ultimate end ................................................................... 495
ultraphysics .................................................................... 272
Uluru ................................................................................. 443
uncertainty ..................................................... 160, 16667
universal sets ................................................................. 247
Universal Turing Machine .......................................... 163
universals ................................................................... 2023
problem of ........................ See problem of universals
University of Essex ................................................. 20, 24
unmoved mover paradox ........................................... 150
unrealisticness ..................................... See realisticness
updates...................................................... 72, 85, 485, 504
Uranus.............................................................................. 329
user-created content ......... See content: user-created
user-generated content .................. See content: user-
generated
How to Be a God
lxxvi
utilitarianism ................................................................. 416
Utopia ................................................................................498
Valhalla ............................................................................. 246
Vaughan, Lexley ...................................................... 51213
Venus ........................................................................ 101, 322
verisimilitude ....................................................... 288, 428
via negativa ...................................................................... 182
Victoria, Queen .............................................................. 286
Viracocha .........................................................................494
virtual reality................................... 26, 33, 146, 262, 265
virtual worlds
definition of .................................................................. 28
game.............................. 37, 39, 123, 183, 260, 497, 546
history of ....................................................................... 30
original ............................................................................ 31
physics of .................................................. 29, 61, 70, 177
principals of .................................................................. 54
separate from Reality ................................ 3638, 439
social ....... 3738, 59, 79, 123, 155, 177, 472, 484, 499
switching off....................130, 226, 44951, 454, 504
Vishnu........................................................................105, 171
Vodou ................................................................................ 522
voxels ................................................................................ 199
VR ............................................................See virtual reality
Vulcan ................................................................................ 317
Watson, John H. ............................................................ 286
whales ..................................................................................77
Whiro-te-tipua .................................................................. 16
whole brain emulation ................................................ 241
Whoniverse ..................................................................... 139
Wicca.................................................................................. 141
Index
lxxvii
Williams, Robin ............................................................. 510
Williams, Tad ................................................................. 354
Wired ................................................................................. 545
wisdom ...................................................................... 33536
Wittgenstein, Ludwig................................................... 136
Wizards of the Coast ................................................... 140
wizzes ................................................................................ 173
World of Tanks .................................................................146
World of Warcraft .. 34, 37, 40, 58, 78, 85, 88, 199, 268,
273, 441, 444, 448, 46465, 507, 510, 528
Cataclysm ...................................................................... 85
The Burning Crusade .................................................... 78
Wrath of the Lich King .......................................... 78, 88
worlds ............................................................................... 458
primary .................................................................. 44, 137
reference ..................................................................... 295
secondary ..................................................................... 137
spiritual ................................................................ 25758
virtual ............................................... See virtual worlds
Would-Be, Politic .......................................................... 379
WoW ................................................ See World of Warcraft
Wrath of the Lich King .. See World of Warcraft: Wrath
of the Lich King
Wright, Austin T. ........................................................... 138
Yahweh .................................................................... 170, 333
Yggdrasil ......................................................... 46061, 463
Yoruba .............................................................................. 493
Young Earth Creationism .................................. 124, 357
zero-player games ........................................................ 302
Zeus ............................................. 57, 62, 96, 392, 448, 485
Zimmerman, Eric ............................................................ 42
How to Be a God
lxxviii
Zorya .................................................................... 1314, 323
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Credits
lxxix
Cover by Sir John Tenniel
from Punch 19
th
May, 1883
public domain.
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