What would the incentive to become a traitor before the battle of Chapter 33 be? Before Quirrell added the ability to switch sides, you’d just be helping your army (which you’ve already developed a bond with in the first battle), and therefore yourself, lose. I’d expect this to strongly outweigh the fun of being a spy.
I just Googled for “airsoft betrayal” and “paintball betrayal.” I found no stories of similar events in either sport. (I did however find one person hypothetically talking about betrayal in laser tag, even though many/most systems ignore friendly fire.)
Blaise notes to Hermione that most of the traitors in Sunshine are actually double agents, trying to help Sunshine by fooling Dragon and Chaos into thinking they have additional help… and so on. The real traitors (the ones whose treason matters) are all shown to have realistic-ish motivations.
I assumed that successful traitors could acquire individual Quirrell points faster than their loyal teammates, making for another Prisoner’s Dilemma situation.
I tried to assume that too but that doesn’t seem to answer all the questions. The allocation of students to teams seems to be stable so presumably we have some sort of iterated PD going on. If you’ve betrayed your army in battle 4 then what happens between battle 4 and battle 5? Is there some sort of default assumption that everyone reverts back to being loyal?
It would be truer if armies were based on houses—and as traitors are official Quirrell-endorsed part of the game, revenge is officially forbidden, and armies don’t correspond to any social structure that inspires loyalty, it’s doubtful that people would be terribly loyal.
In online FPS games you (usually) have no long-term bond to your team, no long-term rewards and punishments, and for that matter no long-term identity at all.
You don’t see team-killing in league-style tournaments spanning months, where players get to know each other.
What would the incentive to become a traitor before the battle of Chapter 33 be? Before Quirrell added the ability to switch sides, you’d just be helping your army (which you’ve already developed a bond with in the first battle), and therefore yourself, lose. I’d expect this to strongly outweigh the fun of being a spy.
I just Googled for “airsoft betrayal” and “paintball betrayal.” I found no stories of similar events in either sport. (I did however find one person hypothetically talking about betrayal in laser tag, even though many/most systems ignore friendly fire.)
I know of people who have betrayed their teams in games of Assassin, generally aiming for personal glory by taking everyone out single-handedly.
A.k.a. Killer, for anyone who may recognize the older game.
Blaise notes to Hermione that most of the traitors in Sunshine are actually double agents, trying to help Sunshine by fooling Dragon and Chaos into thinking they have additional help… and so on. The real traitors (the ones whose treason matters) are all shown to have realistic-ish motivations.
I assumed that successful traitors could acquire individual Quirrell points faster than their loyal teammates, making for another Prisoner’s Dilemma situation.
I tried to assume that too but that doesn’t seem to answer all the questions. The allocation of students to teams seems to be stable so presumably we have some sort of iterated PD going on. If you’ve betrayed your army in battle 4 then what happens between battle 4 and battle 5? Is there some sort of default assumption that everyone reverts back to being loyal?
This is almost certainly not socially viable though.
It would be truer if armies were based on houses—and as traitors are official Quirrell-endorsed part of the game, revenge is officially forbidden, and armies don’t correspond to any social structure that inspires loyalty, it’s doubtful that people would be terribly loyal.
“Team killing” is annoyingly common in online FPS games...
In online FPS games you (usually) have no long-term bond to your team, no long-term rewards and punishments, and for that matter no long-term identity at all.
You don’t see team-killing in league-style tournaments spanning months, where players get to know each other.