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Studying the Plague in WoW

Nimrod writes 'NPR has a piece on studying the 'Plague' in the virtual world, World of Warcraft. From the piece: 'Spread of virus or disease has a lot to do with human behavior ... Hardest part about researching human behavior is that people often act differently in an emergency than they imagine they will... Peoples reaction to the plague in World of Warcraft were remarkable realistic... Some decided that once they were infected, I really don't care anymore about anyone else, I'm going to teleport in the game to a crowed urban center and infect as many people as I can.' We've discussed this before, but as it has been picked up by the major news outlets it appears to be accumulating commentary about how virtual behavior mimics societal trends. The NPR piece goes into more depth on the subject.

10 of 76 comments (clear)

  1. Creativity is accidental by grogdamighty · · Score: 5, Insightful

    Why couldn't more events like this happen in MMO worlds? I have to say, this is much more interesting than your standard organized battles or the like.

    --
    My other sig is funny.
    1. Re:Creativity is accidental by grogdamighty · · Score: 3, Insightful
      Your problem is the same as the developers: lack of creativity.

      I was a Dark Age of Camelot player some time ago, so I know nothing about WoW. But it's entirely possible to create "unique events" that don't grief players. For example, a plague could make players weaker, but allow them to find a cure through some sort of new quest. Yes, there are some diehard fans of this or that who would object to being involved, but that is why you have a "/epic event" switch which would allow them to choose to participate or not.

      I imagine most would love such content.

      --
      My other sig is funny.
    2. Re:Creativity is accidental by Taevin · · Score: 4, Insightful

      What I would like to see is a team of developers that aren't afraid to 'grief' players every now and then. By that I don't mean camping spawn points with their level 9999999 character they programmed just for themselves (although that could be a fun experience too :-). I'm talking about random events like natural disasters that destroy a town or hinder resource flow. Or NPC enemy groups that wage war on players and player owned towns/castles/whatever. Just anything unexpected that totally messes up people's routines. Of course this should be balanced with good things occasionally as well.

      Mostly what I'm tired of is games forcing everyone to be equal so that it's "fair" to everyone. All that seems to have succeeded in doing is making the games incredibly boring after a certain point. Wow you mean my level 60 paladin is exactly the same as the other 400,000 level 60 paladins in the game... exciting. There should be elements in the game that distinguish individuals or groups. It's much more interesting to have competition for resources and locations than competing for raw number of kills that nets you some meaningless PvP title.

      I'd also like to see constant PvP return to mainstream games, and I'm hardly a hardcore PvP player. The constant threat of death (especially if death is meaningful in some way) adds an extra level of player interaction that I think helps to prevent games from becoming stale so easily. I used to play Asheron's Call on the Darktide server (PvP always) and until they added housing to the game, there was no truly safe place that you could escape being killed. Player created monarchies actually fought to defend and control the towns with the best locations/vendor rates. You just don't see that in many other games. In AC, I was constantly aware of my surroundings in the game and prepared to fight at any moment. When I play WoW, unless I'm specifically looking for a fight, I just don't care. There is almost no penalty for death so most of the time it's not worth the effort to quickly shift from idly watching my character run to town and into battle mode.

      I realize that it's not that simple. The people that play these games are notoriously whiny, and the developer's of a game do have to worry about keeping their customer base. What I see happen all too much though is a working system that is constantly tweaked in an effort to balance it or make things fair, at the behest of the most vocal group that feels that since their particular character/class is not the most powerful in their perception, there is something wrong with the game. Dueling weaknesses and strengths of different types of characters and player attitudes make an interesting environment that will stay enjoyable longer. Removing wood's weakness to fire and fire's weakness to water and so on just leaves a static system where nothing changes and it becomes boring very fast. I wish people would wake up and realize that it's not all about them, and I wish developers would stop screwing with their system that most are pleased with just to satisfy the least common denominator.

  2. missed the point by xilmaril · · Score: 5, Insightful

    they're not saying this is a worrying precedent, that people might act like this in the real world some day. they have history books. this is exactly what happens during major plagues. I guess if you know you're going to die really soon, at least a few people will feel alright aboutn infecting others.

    see AIDS for a more common everyday example of this in real life.

  3. Re:Barebacking. by pclminion · · Score: 2, Insightful
    Don't people already do this in real life with AIDS?

    Yes. There have been multiple cases, and people have gone to jail for it. But imagine what would happen if AIDS was much easier to spread (say, via ingestion instead of blood/blood contact). Spiteful individuals could infect literally thousands of other people. Among those thousands, there would surely be other psychotics who would also spread it. It would explode out of control.

    The problem with HIV is that it leaves you alive long enough to get pissed off that you're going to die, and with enough time to take out that anger on other people (if you happen to be a psychopath).

  4. Re:Barebacking. by Unordained · · Score: 2, Insightful

    How does that work, law-wise? Is it unlawful to knowingly expose other individuals to a disease? If so, wouldn't that apply to people going in to work when they're sick, or even staying home (with kids, family, etc.) when sick? Is it only based on maliciously exposing them, as opposed to knowingly? Is it only some diseases? If so, which diseases, and who gets to decide and on what basis? Obviously, we can see how this ties in with, say, biological terror (or war) attacks. Using a disease as a means of aggression. But since diseases can spread on their own, without any intent, and sometimes without knowledge, on the part of the carrier ...

    (Not like I expect our laws to truly make sense. Just look at the FDA, drug laws ...)

  5. Re:I hate to say this.... by Jaeph · · Score: 2, Insightful

    "This isn't news. It's just becoming more well known. I don't mind that, I just wish people had more MMO history in their brain pan."

    Don't get me wrong, I play and enjoy MMORPGs, including WoW.

    That said, I wish people knew real history and nothing whatsoever about MMOs. It would make a fascinating twist to the game we call "real life".

    -Jeff

    --
    Please learn the difference between a dissenting opinion and a troll before you moderate.
  6. Re:realistic? by Kelson · · Score: 2, Insightful
    I play EQ2, which had a plague event back in June, and people didn't like the plague, but you did infect your friends for fun, as a joke, because you know it's not real.

    Yeah, any time people know they are in an artificial situation, they will act differently than they would in real life. Online game? Check. Murder mystery dinner party? Check. Dreaming? Check. Sociological experiment? Check.

    I figure it comes down to consequences. If you know there won't be any, or if you know they depend on something different than they would in the real situation, you'll try things you would never consider if you thought the situation was really happening.

  7. Yes and no, IMHO by Moraelin · · Score: 2, Insightful

    Yes, in that history does show that once someone doesn't care (any more) about what happens to them (e.g., because they're going to die anyway), there's nothing you can do to keep them in line. Most you can do is take them out of the game: e.g., lock them away in a prison or kill them.

    The same applies to games, and I wish more designers did learn that from history. (It would have prevented the UO fuckup, for a start.) Once someone doesn't give a damn about what happens to their character, nothing you can possibly do to their character will deter them. In-character justice just doesn't work on them. All you can do is take them out of the game: e.g., ban.

    No, in that the setting is a bit different. We're not talking a case of "waah, I'm gonna die! The world is so cruel! I'm gonna have my revenge against this cruel world!" We're most likely talking about people who never gave a damn about their character, and much less about the minor bother of having to respawn. We're talking people who most likely just saw it as a case of "awesome! now I can kill newbies with this!"

    There's a whole category of people who pays that monthly fee purely to annoy, troll, and cause as much distress as possible. Their supreme achievement is managing to drive someone completely off the game. I.e., griefers.

    They also don't like taking risks, and their favourite kind of target is one which can't even possibly defend at all. E.g., one who's 20 levels lower and preferrably idle. And Blizzard just gave them the equivalent of nuke which does just that: run up to a bunch of newbies, and they're dead with no chance to defend. Far from making them desperate or depressed or anything even remotely similar to RL plagues, it probably just made their day.

    It's not even something new. Bartle described that very same category back in the days of MUDs.

    So, hey, there's an idea for designers: if learning from history is too much of a bother, at least learn from what was already discovered in other games. MUDs ran into most of the same problems ages ago.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  8. Re:realistic? by Surt · · Score: 2, Insightful

    And another factor: when you have a real plague, it becomes somewhat more challenging to get out of bed and reach an urban population center.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking