Synopsis: A system for addressing internet anonymity is discussed. The system relies on the act of assigning an internet-wide identity to people. Like a character in a game, how people develop their internet identity's reputation will impact their ability to get along with others online. Features of the system beyond the scope of games is also discussed.
Internet anonymity gets a bad reputation because of the antics of people online when they can be anonymous. Lots of people say "If people knew who these antic-prone people were, they wouldn't behave that way." I happen to be one of the people saying that. I believe that if everyone knew who I was, I'd spend a little more time thinking about the consequences of my actions. My public identity would be hanging in the balance. Just as I have incentives to stay on good terms with my neighbors, I'd have incentives to stay on good terms with people online.
The nice thing about internet anonymity is that it goes both ways. I can contribute on the web and in games without some random person getting my identifying information and doing something like calling me at home, or sending threats by paper mail or some such lunacy. The overwhelming majority of people are perfectly reasonable and are uninterested in performing maliciousness, but we worry over that tiny fraction of immature or unbalanced people who would choose to seek us out. When I was a kid, we never locked our doors. Until a thief started entering people's houses and stealing silver. It only took one thief to get everyone to start mistrusting strangers.
So what could be done to instill some respect in people while still protecting everyone from the online predators? The solution that I suggest is the same one that is used on countless web sites, only I take it to another level.
Instead of having an identity per web site or game, create a single identity repository on the internet. Much as web sites register their information with one central website repository, each user on the internet registers with one central user repository. Unlike the website repository, not everyone can wander around in the central repository's information. The secrecy of identity information is critical. However, once you are registered there, you can go to any web site, game or other online experience and use that central identity to establish who you are.
I would be user 3920578. You would be user 4495874. That's the only information that we have to volunteer about ourselves. Everything else is private. So when playing World of Warcraft, you are known to be a certain user. If somebody wanted to, they could click on your avatar and ask Google to list stuff that you've written on MMORPG.COM. That is part of your internet identity - what you say in public.
Ideally, Google will record the identity of the person who made the query. You should have the opportunity to find out who asked things about you (including government agencies). So if user 1987458 does a search on your information on MMORPG.COM, you would know. You could then do a search on their information, but that would inform them that you did that search. And so on.
So what's in here to stop some griefer from getting your home phone number and calling you in the middle of the night? There is no public connection between your user number and your phone number. If you use your real name in a post on one site and you include your home town somewhere else on the internet, somebody could put them together to find you. So you don't want to publicly post personal information.
What's then needed is a way for you to grant permission for people to get personal information about you. Sometimes you want to share that information. But you don't want to share it with everyone. Just a specific person. If you want somebody to email you directly, you could send them your email address. But how could you do that when you don't know their email address? You tell the central repository to let that other person see your email address. Now they can see it and send you an email.
Let's get back to gaming. You see me in a game today and mark me as "Gongo", because that's the name my character is using. We group, we chat, we finish some quests together, and we graduallly part company. Years later, we bump into each other in a new game. You are told that this guy flying the spaceship next to you was "Gongo" back in that fantasy game all those years ago. We can renew our gaming friendship. We aren't obligated to swap names, emails or phone numbers. But we certainly could if we wanted to.
What about the idea of curbing annoying behavior? Well, consider that a jerk will be pegged as a jerk as soon as he behaves like a jerk. Instead of marking me as "Gongo", I might get marked as "Jerk". From then on, anytime the player who marked me as "Jerk" sees me - anywhere on the internet - they will know that they didn't care for my behavior sometime in the past.
That definitely puts a curb on the enthusiasm behind being a jerk. It's no longer enough to do something annoying in a game with one character, have some mischievous fun at others' expense, then simply create a new character and move on as if it had never happened. With the internet identity in place, your antics follow you wherever you go.
Now toss in a social networking structure on that central identity repository. Declare who you like and who you don't like. You meet somebody new on the internet. You don't know them, but you know that a friend of yours likes them. So you decide to trust them. Or vice-versa. You don't know them, but you know that a friend of yours dislikes them. So you decide to be wary. Or yet again, you don't know them, but you know that an enemy of yours likes them. You may decide to be wary again. Or you may just decide to see for yourself.
Roleplayers might think that this is a problem for them. Sometimes they want to roleplay a jerk. That's still okay, assuming that everyone understands that it's all roleplaying. When someone decides to roleplay a jerk and they do it to the wrong person, they'll get tagged by that person as truly being a jerk. This serves to remind us that we're not just avatars in games. We remain real people, impacting other real people. If we're going to roleplay a jerk, we make sure that everyone understands that we're just roleplaying, and we'll take further steps to ensure that others are accepting of that.
Back to general cases. Suppose you wanted to sign up for a new game. Normally, you go through that annoying task of giving them your credit card information. But if the central identity repository knows about your financial information (just as you have it spread all over the web today), then you can give the game publisher authorization to see a particular credit card and to use that for your subscription. And that's all they get to see. Properly done, the company simply needs to make sure that you can pay the subscription through the central repository and then bill through the central repository.
If a game wants to ban a player, they can look at their list of banned identities and continue to refuse admittance to those people. No more of this nonsense of griefing under one identity, being banned, and then creating a new identity and getting right back into the game to grief some more. No more banning of IP addresses, credit cards or other partial forms of identity matching.
What's the downside to all this? Clearly, we'd lose our anonymity. Companies and people would be able to spot us once they had seen us before. In games, it would be worst when you're trying to just play the game when you stumble across somebody that you know in real life and they want to talk to you about non-game stuff. "Just leave me alone, I'm trying to play a game here." But you don't want to be rude, so you're stuck talking to them. It might even be something related to work. Ick.
Clearly, there would have to be means to broadcast to others that you really want to be left alone. Games would make it non-trivial to get to the identity information of a player. So instead of having all your identity information floating over your head, a game might only show your identity number if explicitly asked, and then the interested player would have to go to a web site to look up that number. Only people who were motivated would take the time to find out. Just getting to the identity information in the first place might tell the target that their identity number is being asked for.
How about all this "Is that female character really female?" nonsense? Never fear. Your gender would be part of your anonymity. If you're concerned about being a girl playing a game, you can remain anonymous to a degree. Somebody can still look you up on the web according to your identity. Frequent postings on women.com might be a giveaway, of course. But if somebody decides to harass you over your gender, you just set the internet police on them. You can identify them perfectly because their identity is known to you. Not their name, age, address or gender, but you can say "That one, officer."
Those police aren't just internet-based, either. Now that you have been fingered for harassment, the real police can use the identity information to go to your house and charge you with a crime. For the paranoid, the police can't see any personal information without proper authorization. And when they do look at it, the police officer who is looking at it gets their identity recorded. The idea is to avoid any secrets from the central repository.
For the truly paranoid, yes, the central repository would be constantly assaulted by every criminal element on the planet. Just as they are constantly attacking all the various and sundry company- and web-specific repositories out there. Instead of trying to defend myriad repositories, a single repository could be enforced like Fort Knox, growing ever more protective of that information.
For gamers, the goal of the system is to make sure that it's possible to recognize a certain person. If I am significantly nice or mean to you, you can push a button to record that. If you see me another time, you can be told of your opinion of me. That can be a valuable technique for managing online interactions in avatar-based games. Or in web forum discussions. More broadly, the system can be used for almost everything under the sun. A cynic sees George Orwell's 1984, while a more optimistic person would see the opportunity to take something away from the less-than-altruistic members of our society. Both online and off.