"To what extent should we restrict the play with the toys we make?"
Because, when you play with toys with your friends (or non-friends maybe...) you generally agree to some kind of limit on what kind of play you''ll have. Griefers in online games amount to the rude bully types who will knock over your block city or steal your action figure - nobody''s going to stop them, and to them it''s inconsequential how YOU want to play.
Video games, however, try to enforce some kind of rules on the play. Without the proper rules, games may lose a lot of play value: An example I still remember quite well is a version of Chess written in Basic for my Atari 800 on some PD disk. I don''t know how well it played, being about five years old at the time, but I soon discovered that it had one pleasing flaw in it: I was allowed to move my pieces anywhere I wanted on the board. This led to some laughs and games won in one or two moves. After that, there was nothing left in the program cause I didn''t want to try to play by the rules - I didn''t know them well enough at five. But even if I did, the thought of winning by the rules would have been battling with that of cheating and ending it.
It''s the same question when you deal with RTS games and MMORPGs. Does rushing reduce the play value? Does PK reduce the play value? Different designers have come up with different answers and possibilities for solutions, but the concept is the same, if interpreted differently in the two cases. While griefing in MMORPGs can be purely like the imagined "bully bothers you" case, an RTS rusher has a defense, and it''s one much like my rationale for cheating in the Chess game: The game''s set up to allow it (and I might not be able to play any other way - though a tactful rusher would not say something like that
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Another comparison would be the FPS "spammer." Spammers in the game sense stock up on explosives and then use them at will, often choking entire corridors up with explosions when nobody''s in them, or using their grenade launchers at point-blank range. This tactic often succeeds in catching other players, but much like with rushing, it produces a group of players that want it out of the game, and they justify it with the same phrases - "It feels unfair," "the designers didn''t intend it to work like that," "that''s not a real strategy."
But really, a lot of critical players get too extreme on their own sides. The question that should always be answered is not necessarily what would appear to please players, but what improves the play of the game - and with rushing, spamming and griefing, I think there are justifiable reasons to control them to some extent, because they shrink the player''s options considerably when left unrestricted.