Surviving the zombie apocalypse: the DayZ experiment

Amid the resurgent popularity of zombies in recent years – think The Walking Dead, Pride and Prejudice and Zombies, Shaun of the Dead and so on – the 2011 publication of Dan Drezner’s Theories of International Politics and Zombies showed we might be able to learn something useful from the lumbering horde…

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Could you survive if the world was overrun by undead? DayZ

Amid the resurgent popularity of zombies in recent years – think The Walking Dead, Pride and Prejudice and Zombies, Shaun of the Dead and so on – the 2011 publication of Dan Drezner’s Theories of International Politics and Zombies showed we might be able to learn something useful from the lumbering horde.

In short, Drezner poses the question: how would we deal with a zombie outbreak?

He answers it not like the US Centre for Disease Control – who prepared an emergency response plan – or author and screenwriter Max Brooks – who wrote an oral history of survivor experiences – but by conducting a thought-experiment, asking how theories such as realism, liberalism and constructivism would view human responses to a zombie apocalypse.

Thanks to one ex-military New Zealander working for an eastern European game developer, we now have a sort of real-world experiment in which to test people’s behaviour in a post-apocalyptic environment.

That experiment is a videogame called DayZ and it suggests that even in a system that should theoretically promote rational, self-interested behaviour, people act in unexpected ways.

To be more precise, DayZ is a mod for a now-ageing military simulation game, ARMA II. Despite still being under construction, DayZ has been a phenomenal hit since its release earlier this year.

With nearly 1.2m players to date, DayZ has propelled a previously niche game to the top of the best-seller list on the digital distribution platform Steam on several occasions.

DayZ drops players into a 225km2 world populated only by zombies (well, technically, the “infected”, a la 28 Days Later – the distinction is important) and other players (survivors), with virtually no specific objectives or rewards.

The only real goal? Stay alive.

Your primary task is to scrounge for food and water and weapons to defend yourself, particularly against other survivors who – as quickly becomes clear to new players – are a much more serious threat than the zombies.

In DayZ, you team up with others at your peril.

Death at the hands of others comes much more easily in DayZ than in many other games. One shot from another survivor can (and usually does) kill. If it doesn’t, you’ll start bleeding and unless you find a safe place to bandage up, you’ll bleed out fast. Fall more than a metre or two and you’ll break your legs, leaving you at the mercy of zombies or other survivors as you crawl to safety.

Not only does death come easily and often – it’s permadeath. Once you die, that’s it. You’ll lose everything you’ve scraped together, a process which often involves at least several days' worth of gameplay.

Starting again is no small matter – the early stages of a new spawn in the game are a fraught and drawn-out affair, involving slow, unarmed crawling around looking for a tin of beans and (if you’re lucky) a weapon to fend off any zombies that spot you wriggling around in the rubble and grass.

To make matters worse, trusting other survivors is a huge risk. As forum posts and guides for new players shout over and over, don’t trust anyone unless you already know them from outside the game.

Many people play DayZ just to hunt for survivors.

Communicating with strangers can be risky enough as you need to get close enough for them to hear you speak – that is, close enough for them to attack you. Even seemingly friendly survivors can and will turn on you, and lots of survivors are there specifically to hunt other survivors (see video above).

Hop on a bus full of unarmed survivors, and you risk ending up forced at gunpoint to engage another unsuspecting victim in mortal combat. Accept a ride from a helicopter and you risk being dumped on an island to starve to death. The dangers in trusting others mean that even relatively stable groups can quickly turn on each other.

Put simply, life in DayZ is nasty, brutish, and very, very short – the current average survivor lifetime is one hour and five minutes.

In-game, the objectives are constrained, the rules are simple and when it comes to interacting with other survivors, the incentives are clear: killing another survivor offers great rewards with no in-game consequences. You can take their precious gear, saving you hours of crawling around through zombie-infested towns and rummaging around in piles of empty tin cans in hope of finding food.

Let someone else survive and they might kill you. When communication is difficult and talk is cheap, trust is hard to come by.

DayZ

So what would the realist, liberalist, and constructivist theories suggest players are likely to do?

Realists

Realists see the world as being in a state of anarchy, with no overarching authority to govern behaviour. They conclude that stability is only achievable through the use and balance of raw coercive power, with the possible formation of alliances out of self-interest.

Upon logging into a DayZ server, a realist would be unsurprised to (usually) find chaos incarnate. They would see zones of conflict and stability maintained and ruled by the strongest player – whether due to skill, or through possession of the best weaponry and equipment – and groups of players allied together for safety.

Liberalists

A liberalist agrees with realists that the world is anarchic but believes that, through participation in institutions, successful cooperation can be achieved on the basis of self-interest.

In DayZ, a liberalist could point out that while there are no in-game institutions or even teams per se, at a meta level observable alliances tend to be formed between players who are members of existing online multiplayer clans, and/or friends linked by some other institution or groups.

The liberalist would argue that it is through these links that cooperation to avoid the consequences of anarchy is achieved.

Constructivists

Unlike a realist or liberalist, a constructivist rejects the rationalist assumption that the absence of an over-arching authority necessarily leads to a self-help or purely self-interested logic of interaction, and sees interests as being constructed and shaped through social interaction.

While they recognise that some agents may see others as nothing more than a potential threat and see the accrual of power as their primary interest, constructivists believe there will be others that relate to particular agents as friends or rivals rather than potential enemies, and act towards them accordingly.

A constructivist would be thrilled to see that in DayZ, there are players who refuse to see other survivors as an inherent threat, but rather as people who might be able to help them – or who might require help.

Such players include the now-renowned Dr Wasteland, who plays the game with the specific purpose of rendering medical assistance to those in trouble, spending hours of real-life time doing so.

Such players essentially disagree with the opinion that the only way to survive in DayZ is to treat all strangers as hostile and to shoot on sight.

DayZ

One of my first games of DayZ involved a stranger pulling up in a bus and helping me gear up before we scoured nearby towns for spare engine parts and fuel. Though they had much to lose (it takes lots of time to repair a vehicle, particularly on your own) and I was armed, they didn’t see me as a threat. Rather, they saw a potential friend, and acted accordingly.

Despite the rules of the game being biased towards self-interested hostile competition, there are still players who, rather than behaving as relatively predictable, rational agents in an anarchic system, wade into the game with their own perceptions and priorities. Such players are fully aware that many other players are likely to be hostile and may even be playing it to win.

This dispels the idea that anarchy is an objective and defining feature of the system. In DayZ, anarchy is what gamers make of it.

So just how much does this experiment tell us about how people might actually behave in a zombie apocalypse? In many controlled experiments there are concerns about whether the subjects are really acting as they would in real life. DayZ is no different. There are endless forum posts with players arguing at length about whether in-game behaviour reveals someone’s true nature, or whether it’s all “just a game”.

Even in DayZ, where there are so few downsides to ruthless self-interested behaviour, some people refuse to descend into free-for-all slaughter. So I’d like to believe that in real life things would be at least a little bit better than the chaos of a DayZ server.

But I find it hard to silence my inner realist. So, as I’m gathering more data on this experiment, I’ll be stockpiling cans of beans in case of zombie outbreak, all the while hoping there are many more Dr Wastelands out there.

Further reading:

Join the conversation

13 Comments sorted by

    1. Matt de Neef

      Editor at The Conversation

      In reply to Ian Donald Lowe

      Thanks for that link Ian! Very enjoyable!

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    2. Lisa Hodgson

      Director

      In reply to Ian Donald Lowe

      Can you believe that this is from the US Centre for Disease Control? Supposedly for preparedness for natural(?) disasters? Thank goodness big pharma um, I mean the CDC saves the world with a vaccine. And where did the zombie virus come from? My bet is that it escaped from the lab of some MAD pharma/CDC funded scientists.

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  1. Rajan Venkataraman

    Citizen

    Great article Mike. As a sometime participant in a multi-player, on-line game called Public Service, I can see clear parallels with this nasty, brutish, self-interested game about zombies. ;-)

    As to why "some people refuse to descend into free-for-all slaughter", I wonder whether that reflects their nature or simply indicates that the game is more fun to play that way. Although, I suppose if you find it more fun to collaborate than to indiscriminately slaughter other participants, that probably DOES say something about your nature.

    Thanks also to Mr Lowe for providing the link to the CDC comic!

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    1. Mike Pottenger

      Lecturer, Statistics & Political Economy at University of Melbourne

      In reply to Rajan Venkataraman

      Good point. There's certainly reason to believe that some players prefer to play cooperatively (or at least to not shoot on sight) because they find it a refreshing change from other typical shooters - and no reason to assume that someone who plays as a kind and helpful survivor in this game isn't going to play a different game a completely different way. Hopefully we'll have some survey data soon that gets players to speak for themselves.

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  2. Ian Donald Lowe

    Seeker of Truth

    Personally, I have never been enthused by zombie apocalypse games as they all have one thing in common - no matter how many zombies you kill, they just keep coming and coming and coming and sooner or later the numbers will just overwhelm you. I prefer games with more substance than just mindless slaughter of mindless creatures.

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  3. Seán McNally

    Market and Social Researcher

    Mike, great article! At university a couple of my lecturers often used games to illustrate theory, our interpretation of it, the impact of the parameters, and how we played these games reflect much about ourselves.

    I wonder if there is a facility in the simulation to create experiments to study choice behaviour or other areas. Does some ones proclivity for risk change as their experience (time alive) increase or does it remain constant. Does our normal hyperbolic discounting of future pay-offs become even more extreme in a life so short.

    Do our perceptions of risk in trusting another follow gender, race, height . . . type of weapon, or amount of camouflage? And what strategies of approach and engagement foster trust more reliably within the game? Do players develop rituals, superstitions, or other ways to place their fears or create order?

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    1. Mike Pottenger

      Lecturer, Statistics & Political Economy at University of Melbourne

      In reply to Seán McNally

      There's some (very subjective and rough) qualitative evidence you can dredge from forums to suggest that as time passes people get more on edge about losing what they've gained, though for maximising hours spent alive doesn't seem to be the major objective for most players. Getting the best gear is a big driver, and once a player's geared up they face a nasty choice - stay in areas where there are lots of poorly equipped players, or head north where there are fewer - but more heavily armed - players.

      I'd be hesitant about reading too much into a player's response to some of the differences in avatars that you mention, though I know that people are often likely to treat any player in a ghillie suit as a likely threat.

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    2. Ian Donald Lowe

      Seeker of Truth

      In reply to Seán McNally

      As a game-player I can suggest that the risks that players are willing to take are directly related to the rewards offered for doing so. In many games XP (experience points) shoot up for tackling tougher mobs (creatures) and this is very tempting to many players as it reduces the time required to achieve a new level. But people are not all the same, so some players will stick around the lower-level areas just to feel more important or cause grief for other players (the source of the term 'griefers') even if the game punishes them with less XP or poorer drops. Other players prefer to go as far as they can as fast as they can, no matter how high risk that might be. One thing most co-op games have in common is, a group of well co-ordinated players can go further into harder areas and perform far better than an individual ever could.

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  4. Lillian Shai

    Researcher

    Just wondering why the second category are called 'liberalists' not simply liberals?

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    1. Mike Pottenger

      Lecturer, Statistics & Political Economy at University of Melbourne

      In reply to Lillian Shai

      Quirk of the literature, I suppose. It's not technically incorrect to refer to someone who subscribes to liberalism as a liberalist, though I agree it'd be a little less of a mouthful if IR theorists referred to liberals instead. Perhaps, as a great deal of the IR literature has grown out of the US, it's used in preference to liberal so as to distinguish from the generic use of the term liberal in the context of US domestic politics? All of which is a long-winded way of saying I'm not really sure. Any IR specialists care to weigh in?

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