I was thinking of whether minecraft can be used to do experiments with ABCT. I know they wouldn't be perfect experiments (the actors wouldn't be the same), but they still might be interesting to look at.
Wheylous, you are right. This goes back to my post on yuor other thread about empirical proofs of Austrian Economics. I think Minecraft is, by far, the closest we have come to creating an experiment that can use empiricism to prove elements of austrian economics. But, as you said, it still isn't perfect, and these imperfections make it far from being able to prove anything empirically.
I do think that the creation of MMORPG games (Everquest being the first really popular one, I believe) has been an awesome advancement in gaming and I also think that, while imperfect as a real-world example, many Austrian principles can be shown empirically through these games to illustrate concepts. Most people are not anarchists, but I do find it interesting how there are rarely in game state's that actually have any bearing on the mechanics of the game. It's as if people sub-consciously know that anarchy is better and yearn for it.
Add to that how strange it is that software developers and computer engineers seem to be the #1 profession of those who frequent these boards - at least from what i have seen and read.
Oh yeah...another game that may do a better job with regards to the loss at death problem is Day Z, a mod for Arma 2 being made into a stand alone game as we speak. Its an MMORPG set in a zombie environment. All of the zombies are AI's, but all of the "survivors" are human players. There is Permadeath in a sense. If you die, you lose everything you have scavenged in that life, and have to start over in a random location with nothing but an empty, small back pack.
From what I have seen, encountering other human players is very risky. You never know if they are just going to blow your brains out or be friendly. The only indicator is their typing "friendly" to you. They could lie though. While imperfect, the normal riskiness one displays in most video games is drastically lessened. You would be surprised how much some of these players fear death. The simple act of procuring a fire arm (not including ammo) can take hours of dodging both zombie AIs and human players. Once you have survived long enough to get food, water, gun, ammo, blood bags, and other necessities, you've invested quite a bit of time to risk having it all lost from a risky encounter.
I think it's so interesting.