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"The more persistence a game tries to have; the longer it is set up to last; the greater number (and broader variety) of people it tries to attract; and in general the more immersive a game/world it set out to be--then the more breadth and depth of human experience it needs to support to be successful for more than say, 12-24 months. If you try to create a deeply immersive, broadly appealing, long-lasting world that does not adequately provide for human tendencies such as violence, acquisition, justice, family, community, exploration, etc (and I would contend we are nowhere close to doing this), you will see two results: first, individuals in the population will begin to display a wide range of fairly predictable socially pathological behaviors (including general malaise, complaining, excessive bullying and/or PKing, harassment, territoriality, inappropriate aggression, and open rebellion against those who run the game); and second, people will eventually vote with their feet--but only after having passionately cast 'a pox on both your houses.' In essence, if you set people up for an experience they deeply crave (and mostly cannot find in real life) and then don't deliver, they will become like spurned lovers--somebecome sullen and aggressive or neurotic, and eventually almost all leave."
Mike Sellers' Hypothesis