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The Mafia Everquest Connection

Thanks to an anonymous reader for pointing to the 2003 Melbourne Digital Arts And Culture Conference site, where a large selection of new academic papers about videogaming have been disseminated online. This includes The Sopranos Meets Everquest - Social Networking In Massively Multiplayer Online Games (PDF file), which discusses why "instead of having Gandalf as a role model, [Everquest players] would be better off trying to think as Tony Soprano, a present day mafia boss in New Jersey from the American TV show The Sopranos."

11 of 154 comments (clear)

  1. Good Lord, what is the world doing? by saskboy · · Score: 5, Funny

    "academic papers
    about videogaming"

    Dream job, or make-work project?

    --
    Saskboy's blog is good. 9 out of 10 dentists agree.
    1. Re:Good Lord, what is the world doing? by JaredOfEuropa · · Score: 5, Interesting

      Like it or loathe it, videogaming is fast becoming an important everyday pastime for the masses, much like television. Strangely, it is still perceived as being something for the in-crowd, something that only nerds so. Television = mainstream, games = nerdy. At any party, when asked if I have watched the latest installment of Big Brother on TV last night, and I tell them that "no, I do not watch TV", I am met with blank stares of disbelief. But if someone asks if they have played some game or another, everyone (including the gamers) will most likely stare at the asker and wonder how on earth he can be so insensitive as to bring up a topic like that at a party.

      If you had read a headline about academic papers being written about viewing habits or other TV-related stuff, you'd probably have shrugged and moved on.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
  2. What's the difference between Government... by Anonymous Coward · · Score: 5, Insightful

    And the mafia? One's legal, and one is illegal.

    They both operate using force and attempt to gain as much power for themselves as possible (in response to the ability of the populace to fight back against them). Well, Everquest lacks a real government, so as a result, mafia becomes the rule.

  3. This just in... by chosen_my_foot · · Score: 5, Insightful

    People who play video games can make friends? How can this be?

    I've learned from experience playing MUDs that in this type of game, just like life, it's not what you know, it's who you know that gets you ahead. From items to money, there's nothing that a high experienced friend can't get you.

    Good to see the academics are catching up.

  4. Violence is easier by Anonymous Coward · · Score: 5, Insightful

    both to practice, and to program. It takes maturity to come up with a better solution. This isn't to say that violence has no place, I am only saying it's much easier to be violent than it is to be compassionate. Also easier to reward experience points based on killing than on non-killing.

  5. Re:better still: by i.r.id10t · · Score: 5, Funny

    Yes... but I don't think there are red Swingline staplers in EQ....

    --
    Don't blame me, I voted for Kodos
  6. That poor little looter... by bluemeep · · Score: 5, Funny
    "While Phrank had quick benefit from this loot/linkdeath scam, a not uncommon one, the question is if he knew the larger repercussions from this kind of action. Needless to say, none of the members is ever likely to invite Phrank into a group again except perhaps for the chance to punish him. Several members took the time to inform their guildmates that this character was not to be trusted."

    And now not only does that guild know, so does everybody that's read the paper through Slashdot. If he hasn't deleted that character by now, I'd say he's about to!

  7. Badda... by ctve · · Score: 5, Funny

    Ping?

  8. Mob/clique behavior by GreatDave · · Score: 5, Insightful

    My two cents (more like five dollars):

    The behavior you see in many online RPGs, in which "familial associations" form between groups of players, is basically similar to the formation of cliques in high and middle (US) schools. The only difference is that the cliques have weapons, magic, booty and lots of XP; the sum of these is what determines the worth of a person in the online world, just as "fashion" and "who you know" are the determinants of self-worth in cliques IRL.

    In fact, if you take some steps back and look at the most infamous mobs, could it not be argued that they are simply cliques with guns that join together to commit crime and bribe those in power?

    And then there's the issue of newbie hazing, which is analogous to cliques blackballing those who are not members of the "in" crowd, again quite similar to what happens when the mob gains control over a city and "elects" its officials. Online RPGs, especially and notoriously Everquest, are extremely culpable in this regard. Newbies who do not join a guild or other crowd of "in", upper-level characters will find themselves ostracized and devoured by trolls (not necessarily the Slashdot variety).

    The issue of newbie hazing wasn't really touched on by the paper, but I argue that it is a huge problem and that it is not just limited to online RPGs, but also many websites with "experience" systems. Everything2 specifically comes to mind but I'm sure there are many other examples of sites where an attempt by a newbie to contribute to the community at large will be rejected because the newbie doesn't have the right connections nor the XP to stand on their own. What about Slashdot? The karma system works because trolls are controlled and a newbie can stand on their own, and the only real privelege granted by "experience" is a +1 karma bonus to initial posts. Newbies can do everything those with "Excellent" karma can do and the moderation system cares a lot more about the age of an account than its karma. Again, contrast with Everything2, and with Everquest.

    So, I argue that the points the paper makes are quite valid outside the world of Everquest and are applicable to many, many online and offline environments. (Apologies to Everythingers who might be rubbed the wrong way by the above comments, but I have seen with my own eyes that Everything and Everquest have an awful lot in common from the newbie's perspective.)

    --
    "I am root. Bow before me." To this I say, "You are root, and you bear the sins of the world upon your shoulders."
  9. Hmm.... by c3rb · · Score: 5, Funny

    Gandalf...Gandolfini...

    Coincidence? I think not.

  10. Mafia or Fraternity? by Bigboote66 · · Score: 5, Interesting

    As appealing as it may be to glue two pop-cultural phenomenons together, the connections to fictionalized mafia and EQ seem pretty tenuous.

    For one thing, there isn't the zero-sum game of the Mafia - the power brokerage involved in EQ doesn't seem to benefit from betrayal, or "keeping your enemies closer" aspect that we see in that thing of theirs. There isn't the "money flows up, shit flows down" ethic, and you don't have to worry about entanglements with a more powerful outside authority (FBI).

    Most of the examples given in the article examining the social networking could just as easily be seen as an excuse to have an adventure ("Someone's dead! Let's go rescue him."). You get to play the hero in a very specific mini-myth.

    The larger & more formalized groupings in the game resemble fraternities a lot more than the mafia - a bunch of people who glom together who share a common outlook on life & a desire to party together. Piss off the alpha members of said community and you'll be shunned, not whacked. Heck, with all those "virtual weddings" you hear about, can "virtual date rape" be that far off?

    -BbT