At this point we can finally get into if player-based Governments are right for you. They may not be! They sound compelling because Real World politics can be quite dramatic, and drama is quite often the most engaging mechanism in our toolbox. Political tension can be a tremendous boon to player retention, and it is especially desirable because we designers do not need to make up any of that content: the players will generate all the drama and all the action completely on their own. Don't worry if the water people go to war with the chaos people, because the other powers will rearrange theirselves according to the new paradigm. Don't worry if the smoke people become militarily ascendant because, again, the other peoples will rearrange theirselves according to the new paradigm. Don't try to steer their stories or meddle in what they see as their national affairs. Indeed it is actually counter-productive to attempt to steer their energies in the least. They will resent you for it and that will certainly cost you many players. This, like everything else, applies to the fundamental concept: they are playing their character, not yours.
So it really comes down if you can offer meaningful powers and authorities. Let us consider what powers might be available in a PvP-friendly world. Can certain people, say ``the army'', declare other people as ``enemies of the state''? Would that distinction have real value. In PvP worlds, people of faction A can freely attack individuals who are ``enemied'' w/o any sort of penalty. People whom faction A have declared ``enemied'' are automatically attacked by NPC/robot defenders owned/operated by faction A. For example, if Alice goes into Bob's city and starts beating up merchants, be they players or NPCs, then Bob, part of that city's army, can declare Alice to be an emeny. Any citizen of that city can attack her fear of w/o any sort punishment or flagging by the virtual world. Any robot laser turrets, or NPC guards, operated by that city will now immediately attack Alice. This is rather a potent power. Would PvP make any sense w/o this power? What if your world doesn't have PvP?
It's not an existential question, PvP, but a question of degree. If my character can mess with your character in any way, then your Mud most certainly has PvP. If I can heal your character then we have PvP. I can, for example, refrain from healing your character. If I can heal mobs/robots/NPCs, then we most certainly have PvP. I can opt to heal the goblin fighting you, for example. If people can walk right through other people, as if they were immaterial, then we certainly have PvP. I can max out my running skill and Ninja Loot the dragon you just spent 45 minutes fighting. If people cannot pass through each other, then we certainly have PvP. I can block a doorway and deny your passage. If people can trade with eachother then we have PvP. I can scam you any number of different ways, even if the virtual world puts in tremendous effort at being economically transparent for Good Faith transactions. If offices are attained via elections, then I can rig the votes just so. If taxes are collected against shops, then I can arrange boycots. You have PvP even if you don't want PvP.
So the question isn't if your virtual world has PvP, but a question of the modes supported, which then asks of politics would fit with your modes of conflict and tension. For my part, I am wholely and completely in favour of it any time a virtual world offers some fiction about multiple kingdoms or countries or whatever, and whenever there is rich PvP. It provides a non-violent escape valve for many forms of play involving domination. It also introduces a great many services which the players might otherwise take for granted or otherwise expect to be provided for free but now place them within both the larger economy on the whole as well as the culture specific to that Government.
People expect armies to defend them. Well now your Government has to provide them. Do these armies have costs? Are they paid by community taxes? Can the mayor of the city pay for the guards out of his own pocket? Are these recurring costs or singular investment/establishment costs or a bit of both? Are they free volunteers of other players, or are they mobs/NPCs/robots?
People expect towns to have merchants and vendors and shops and storehouses and homes. Can just anyone build just any structure whereever they like? How do these come about? Does the Council zone areas as ``residential'' or ``industrial'' or whatever? Is land bought or leased? Who sets the rate? Can a landlord sublet? That is to say, can I rent the land from the town, and then delegate usage to a tavern keeper and charge rent at a premium? Would limiting guildhousing be a good thing or a bad thing? Who decides? Should that decision be made by each individual settlement, or should it be global?
Are there taxes? Who collects the taxes? Who decides the rates? Are they imposed on sales or productions? Or are they levied directly to the People based on wealth-at-hand? Are the imposed only on landlords? How is compliance enforced? What services to those taxes purchase?
If you look to these questions and see a political game maturing, one just as engaging as the combat game, then player-based Governments are certainly for you. My only suggestion is to elect officials for life subject to recall. So if Fred is elected King, then he has the job until one or more other individuals challenge him and defeat him in an election. Fred could very well serve as King for several Real World years, and that's just fine. Do not impose term-limits or other Real World anti-corruption mechanics. Firstly, there is probably no corruption in your virtual world. Yes, the EVE Intergalactic Bank
is a widely cited example of corruption but that's not actually corruption; that's the system worked perfectly as designed. Secondly, if someone is correct they will be quickly removed via an election, because in your virtual world, unlike the Real World, we can have an election at the drop of a hat rather than waiting six years.
So yes, I'm all for player-baed Governments, but only if they fit within your models and modes of play. A game about escaping from a POW camp doesn't involve Governments so this doesn't apply. A game about a lawless, post-apocalyptic wasteland doesn't involve Governments either; use regular player-Based factions here. But a game where your fiction includes Governments then by all means, include the players!
