Is World of Warcraft More Than Just A Game?
walnutmon writes "Newsweek has published a three page article asking whether World of Warcraft is more than just a game. Though some spend their time in WoW grinding, others take a break from the monotony of gaming to interact with others from the community in a meaningful way. From the article: 'Generally, though, players of the game enjoy a form of community rarely seen in the real world; higher-level players go out of their way to tutor newbies and accompany them on quests. Deep friendships are forged. Relationships begin that flower into marriage, with Tauren brides and Undead grooms tying the knot in some virtual tavern in Thunder Bluff.' I guess the question is, does a game become more when people do more than play to win, or is this just an added feature?" Raph Koster has been of the opinion, for quite some time now, that all MMOGs are virtual worlds; it just so happens you can play a game inside many of them. What's your view on this? Are Massive games just another kind of game title, or are they something special?
Games like WoW have always fostered a feeling of community. Even back in the Dungeons and Dragons days (which live on for many of us) the games offered a feeling of belonging. The difference is a matter of scale. Wow is so massive that this community is much larger, more multifaceted, and has more sub-communities.
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Yes it creates community, but are they real friendships? Do they share anything in common other than WoW? I have a lot of friends who play WoW (I do not). It's unspeakably annoying to be at a party with a critical mass of these people, because all they talk about is WoW.
I've had to institute a no-WoW rule for some gatherings, since it's simply too annoying for the small number of us who don't play WoW to be excluded from having conversations with these people who are theorhetically our friends because they don't talk about anything else for hours on end.
WoW seems cool, but seriously, try talking to your WoW friends about something other than WoW and see if you would still be their friend without it.
**'Generally, though, players of the game enjoy a form of community rarely seen in the real world; higher-level players go out of their way to tutor newbies and accompany them on quests. Deep friendships are forged. Relationships begin....**
Its pretty conceited to think that only WoW would have a 'community' feeling to it... I call BS, not because I think WoW or other online gaming communities deserve being called BS, but because the story is BS. There are literally hundreds, if not thousands of real world places and activities (not that slashdot readers or WoW players would know about real world) to find community experience, and develop relationships through a common interest.... fer christsakes, that is what the world did BEFORE the Internet....
All I can say is that it MUST be a slow news day... geez!
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I play games to win.. to crush others and gain respect. Single player games can be beaten.. MMORPGs cannot be 'won' and they have no ending.
I got hooked on Shadowbane more than once in my college career. It's an mmorpg like wow where you just go around killing everyone pretty much (and you can knock down their cities too). It took a long time.. but eventually I had all the best gear for my character. Then I made a new character and got into the politics for the game. So eventually I ran a city.. then I ran a guild.. then I ran a whole entire alliance of guilds that comprised of half the server. Then I got burned out.. I must've played 14 hours a day at that point. I would go without food for hours until I was certain my alliance could function for 30 seconds without me.
So you'd think after all that I'd learn my lesson? No.
I went back into Shadowbane.. because it gave me a sense of accomplishment. Every day, I could find something new, kill someone new, find a new unique viable character build, etc. There is ALWAYS something new to do in an mmorpg. No matter what, you have NOT seen everything. I must've made over 40 max-level characters with the best possible gear. Granted, it only took about 20 hours of game play to get a character to max level once you were good at it - but still it was WAYY too much of a commitment. I began to think of 4-hour game-play blocks as expendable time. Now that I have an 8-5 job, I realize how ridiculous it is to just say "hey.. I can blow the next 4 hours helping a friend get XXX potion to make YYY item."
I'm glad I learned my lesson with just one mmorpg. I think I put multiple college degrees worth of effort into that game.
That game was seriously crack for me. When I was 'addicted' to it, I couldn't imagine my life without it. It depressed me to think of quitting that game.
So ya.. MMORPGs, imo, are more than just a game. WoW just happens to be about the gayest of mmorpgs one can get addicted to - but it still has all the addictive qualities of any mmorpg. If you can't beat it, DON'T PLAY IT (otherwise, you join it.)
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To Start this off, I'm going to state that I played WoW for well over a year and a half, From release to just two months ago. I've been a Raiding member in good standing on Malygos throughout the time I played. Yes, wow does foster a huge sense of community, Yes, it does form relationships. Indeed, I know of THREE couples who met, engaged, and married during the course of playing together. (this taken from my ingame relations with... say 200 people on a semi-regular basis) However... Every person I know of who quit seems grateful that they did so, Acting as if they finally kicked some long drug habit, or Finally escaped from some prison. Mind you, I come from the raid game, but there are those who would say that is the entirety of WoW. Take a second and ask yourself why would they be grateful they have quit? geh. the Game is addictive, in the same sense that having a weekly game of pool is addictive. You make excuses to other people IRL to excuse the fact that you can't do anything from 6pm to 10pm mon, tues, thurs, sat, sun. (etc, your raids may very) This is why I think that many people are grateful they quit, and it's the reason I am grateful of such. It gives a sense of freedom from the scheduling of one's time. People will argue, rightfully so, that people schedule thier time for leasure and all sorts of other reasons.. But I think the situation is kinda different when you're trying not to let 40 other people down. ;p
Don't Take this post wrong please. While I am grateful I quit, I met a great bunch of people while i did play, and can actually comfortably say that if I were to end up with just my clothes on my back in any number of about two dozen cities across north america (and one aussie city) I could find a friend that I made in game who'd be nice enough to let me crash there. So that's nice. I've also had my fair share of good memories with friends, Drunk in Strat, or just trying to push the envelope in PvP. the game has and does create a strong community, but it has it's downsides for sure.
Are Massive games just another kind of game title, or are they something special?
What I think is ironic is that people play these games to escape the mundanity of everyday life; the boring, daily grind. And yet, a huge part of a lot of these games is just that, repetitive mundanity that's no different than the world already around us, save for the exotic window dressing and some fancy costumes.
Anyone who's been on second life for five minutes can see that... in a game with limitless possibilities and potential, what do you get? a distilled, amplified re-creation of our own superficial consumer culture.
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People have been building communities around games for quite some time - from play by mail games to play in real life (such as chess and bridge) to role playing (such as Chainmail and D&D); all without computers. They had factions, newsletters, magazines, romances, leaders, etc. - which mirrored "real life." Not that that was restricted to games - look at any hobby and you'll see similar social constructs. All that the computer did was expand the ease of reach - no more waiting for mail or conventions to "see' old friends.
It's somewhat amusing to think that computers and the internet somehow is creating new "stuff" that has never been before seen; when often all it does is increase accessibility.
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I agree. This story is at least 15 years too late, and that's just counting the electronic gaming communities. I suppose, however, that this is the first time that you're talking about a role-playing game, online communities, and how they result in real-life friendships in a *positive* light. Nothing like finally hitting the mainstream.
"Give a man fire, and he'll be warm for a day; set a man on fire, and he'll be warm for the rest of his life
I'm not saying that WoW==metaverse, but a) you're trying to dismiss it on grounds that were acknowledged by the original author and b) there's certain parallels that are actually pretty damn close. The structures and methods of interaction (eg. object trading, avatars walking through each other, online meeting places, etc) in WoW would be familiar to someone who read Snowcrash 13 years ago. That's pretty impressive given the state of online communications back then.
My brother-in-law (for want of a better term) doesn't know my phone number or email address, if he needs to reach me, he'll just send mail to my WoW character. It's not quite an alternative reality, but it can serve as an appoximation of a social setting.
I suppose most of the mobs you kill while leveling are 'brainless'. However that's not what this game is about. The teamwork involved in doing endgame raids is a very real skill to have IRL. When you have 40 people all in the same voice channel on Ventrilo, with one person leading, everyone has to have discipline and listening skills
,but participating in pvp battles with 100s of real people, when the stake is the city in guild members put thousands hours of their time (game was Shadowbane) . Guess what all those "teamwork skills " is still not applicable to RL.
Oh I have that experience.- before I laid off MMORPG crack pipe I wasted a fair share of my time on them . And not only in raiding vs scripted mobs when all you can lose is one evening
It's very rare that you will need the ability to simultaneously work with 39 other people on the exact same goal in real life.
umm really? How about playing team sports? Managing a buisness? Joining the army and leading men in combat? Leet skills of shouting "target player/mob x (depnding if its pve or pvp), heal heal me fuckers" on teamspeak does not apply there does it...