The issue of civil liberty has been debated a lot over the past few years, especially after the 9/11 attacks, but let me describe to you what is probably the most perfect police state that exists.
The state knows exactly where you are at any given moment. It has the ability to teleport you and imprison you instantaneously and without warning. The state can change your name if it doesn’t like it and provides no way for others to connect your old and new name. More importantly, the state can alter your height, your gender, your age and any other aspect of your physical appearance with a few keystrokes. It can make everyone equal in every aspect of physical appearance and ability.
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Others might argue that players can always leave a game if they don’t like it, but it is not easy for most players to quit a game because of the emotional and time investment that has been made. More importantly, this particular critique implies leaving one MMORPG for another, in essence transferring between different police states. As more of our work and personal lives become embedded into virtual worlds, perhaps the central question becomes - what does it mean when police states become seductive and fun? What does it mean when police states are chosen as places to escape to?
As our virtual worlds take on social and cultural complexity of their own and begin to mimic many real world functions - businesses, elections, and protests - will we find more or less freedom than we have in the real world?
Addendum (In response to reader comments):
I totally apologize for the unintended downplaying of those who do live in real police states.
I was more interested in pointing out the total control (especially over communication channels) that online environments have. And granted we can currently leave the medium altogether, but how soon is it until everything we do is digitally mediated?
And will those systems always remain separate or are they more likely to merge? And if only a few corporations control most of our communication channels, do we really trust them to be benevolent and working towards the greater good?
What fascinates me is this - Are MMORPGs a glimpse of how work and social life will become in 5-10 years? And if so, how comfortable should we be with the idea of such perfect control of communication and existence?
As Bartle pointed out in his Player Types paper, Achievers and Griefers are different points on the same spectrum - Achievers act on the world while Griefers act on other players. A factor-based model of player motivations created from player survey data suggests that a desire for power and control are the underlying themes that connect Achievers and Griefers. Achievers enjoy the power derived from items and abilities and the increased control these give them over the game world (faster movement, better protection, etc.). Griefers on the other hand enjoy the power derived from dominating or tricking other players and the control this gives them over other players. The underlying similarity between Achievers and Griefers is supported by survey data. These two motivations are highly correlated (r = .40, N = 1995).
Unsolicited or unbalanced player-killing is the most straight-forward form of griefing - it in essence deprives another player of all his power and in the process demonstrates the griefer’s dominance and control over other people.
Player Killing. It's the most rude obnoxious thing that folks 'say' is in the spirit of the game, but yet RARELY is even close to anything enjoyable for anyone but the PK'rs themselves. Don't get me wrong, PK'ing can be fun, when it's taken seriously and involves strategy. Sadly, it's rarely for that reason, but more often just to irritate and annoy other players. [F, 44]
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Different methods of scamming and theft also demonstrate forms of power and control. In these cases, griefers derive pleasure from gaining control over the possessions of unwilling victims.
i have been playing ultima for over 4 years now and i still remember the devastation i felt at being scammed of all the money i had been saving to buy my first house. i had been playing for around 6 mths and someone offered to sell me a house for all the money i had, as i had spent most of the previous 6 mths levelling my char i had not really been exposed to certain sections of the MMORPG community and naturally trusted the other guy. he of coarse took my money and disappeared. i was so upset i immediately cancelled my account....only to return at a later date. [UO, M, 37]
In fact, what becomes clear is that many griefers seem to prefer subtle forms of domination rather than overt forms such as player-killing. After all, the more devious and cunning the act, the more pleasure it provides. Now, griefers will gloat once the act succeeds, but the most devious acts typically require the most subtlety and planning. It is easy to kill someone. It is much harder to trick someone into willingly handing over all their gold.
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As a newbie I grouped with an experienced player leveling an alt. He seems very knowledgeable and invited me to group with him daily. He seemed to know his way around everywhere and what zones we could handle. After a point in time he would act upset if I had other plans when he wanted to group. He accused me of using him, threatened suicide, was verbally abusive to me. I also found out he had done this to more than a few other female players. I would put him on my ignore list and he would make a new alt, he would send tells to my friends and guildmates telling lies about me, he tried to find out my phone number from my friends and brother. To this day this is only resolved because he is no longer playing the game. [F, 46]
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When I left the village to do more hunting, I was amazed to see he was following me. He whispered 'I love you. I will follow you forever'. And continued to follow me, just watching as I slew wolves and boars. Once or twice in a close fight, he unleashed a spell that assisted me. He continued to proclaim his love in whispers and out loud, even shouting at times, and calling me pet names. I began to play along, telling him he only loved me for my pink hair, and trying to rebuff his attentions.
He asked me to group and I accepted. He still rarely fought, but when a pelt dropped, I found that his loot settings were set to only high level loot. That surprised me, because I didn't even know there were loot settings, and being a newbie, I needed every little scrap that could be sold. We went into a very low level dungeon. I think I had leveled to 3 by this time, and came out the other side. He still did not fight much, and continued to role-play a love-struck gnome.
We came out the other side, to a bit higher zone, and he sent off his fire spell to a higher level boar. I was taken by surprise when it attacked, and while I defended myself, he stood by, and we both died. It was my first death, and you are sent to a cemetery with a wan angel. You are given a choice to be revived then, but not presented with an alternative. I asked him what to do, but he didn't answer. I chose to be revived, and he followed suit. I had been having in game movement issues.. not being able to stop running, and this happened now. I stopped myself by running into a huge tree.
Although I kept running, at least I stayed in one place! He then challenged me to a duel. Another first! I accepted. Since I was running and couldn't stop, I was unable to cast a spell or fight, and he beat me handily. He shouted 'You are too weak to be my lover' and ran off. Funny I thought. I sent a /tell LOL. He next appeared where I was still stuck to the tree, but dressed in full wizardly garb. And ran off.
To solve my running problem, I logged out, then back in. I sent him a /tell Thanking him for the role-playing fun. He replied 'You sick freak! You loser!' I was stunned and shocked. I thought we had been role-playing, but apparently he was just griefing me .. with a big buildup. He began to heckle me in /tells and /shouts. I was now stuck to the tree, but not running, and a crowd of onlookers gathered. I couldn't escape! I finally got unstuck and ran away. He appeared again, in just the underwear, saying he was wrong, begging me to take him back, declaring his love. I turned on /ignore. I felt so duped, emotionally. My feelings were of betrayal and I was very upset by his behavior. [WoW, F, 53]
External Link:
Grief Player Motivations by Chek Yang Foo
When players are asked to describe memorable positive experiences from their MMORPG game-play, many bring up altruistic events that occurred unexpectedly. These experiences of altruism typically fall into two categories. The first revolves around getting twinked by a stranger - getting powerful equipment from a higher level character.
I was a baby ranger, just becoming active in my guild. The then-Knight General (the guild has a very peculiar hierarchal pseudo-medieval set-up) and his RL wife (ranger/druid in game) ordered me to meet him at the North Freeport bank (we're talking 4 years ago here!)... I was unsure what he wanted... but when I got there he handed me a pair of Ivy Etched Leggings (then not only the ranger quest armor but a very valuable item, especially to a level 20ish ranger!). His wife said, 'Sting would never hand these to just anyone; he thinks you're very special.' Needless to say I was very touched! And they've never been turned in for a gem reward either! From that beginning grew a friendship that spilled over into real life. The druid is now my best girlfriend; her husband also my friend (and though a self-declared hermit always seems to look forward to my visits). I spend weekends with them as often as I can, given the 500 mile drive between us. I've learned to quilt from my friend, helped them with projects, and in general cherish the fact that a pair of virtual trousers has given me this wonderful real-life relationship. [EQ, F, 60]
From my 4 or 5 years MMOG experience Id say that simply helping others is the most memorable thing you can do. Sometimes I would blush IRL at the amount of thanks people would give me. As a higher level player you could totally make someone day just by helping them level for a little bit, or giving them a item that was no use to you. [WoW, M, 30]
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It might not seem particularly major but I once lost my corpse in very difficult circumstances. Basically it was impossible for me to recover it without skills which I did not possess. This would have lost me quite a few months of developing my character. I told a 'friend' who I have never met but only spoken to in-game and she not only dropped what she was doing and came to help but also got her son-in-law to log in and come help as well. Between them they got my corpse. What got me was these people only know me through a game, will never meet me but were more than willing to help at some cost to themselves, even if only of time. [EQ, M, 53]
When I was very new to EverQuest, I had to make a trip from a newbie town (Surefall Glade) on one side of Antonica to a different newbie zone (Freeport) on the opposite end of the continent. This involved a very long and dangerous run which I had to do by myself at level 4. After a few false starts (getting mauled by a rabid bear right outside the newbie zone, and zoning into a werewolf that killed me before the zone even loaded), I finally got a good start, and made it through the first two zones (West Karana and North Karana), albeit with some difficulty and very slowly. In the next zone (East Karana), I was unlucky and had a named Cyclops spawn practically on top of me - I survived the first hit, and was prepared for a long walk back, when it suddenly keeled over and died. I scrolled back through the spam to see someone had nuked it to death. Turns out, it was a level 50-something Druid named Shider. He buffed me up, gave me SoW, and was actually nice enough to escort me all the way back to Freeport, which took a good half hour of his time. I thanked him profusely, and went on my way. I thought that was just about the coolest thing anyone's ever done for me in an MMO. I was a complete stranger and he took time out of his day to give me a hand. Quite strangely, about a month later, I was hunting near Surefall Glade with a different character, and ran into a higher-level character camping the Glowing Black Stone (a very rare drop that came from a rare spawn just outside Surefall Glade). We started talking, and I helped him out with buffs and heals in between fights. He was there for a few days (on and off, not end-to-end), and we ran into each other frequently. Eventually, he invited me into his guild, and lo and behold, the first person to welcome me to the guild was Shider (!!!). Turns out, Shider was a woman in real life. I still talk to her once in a while, and her boyfriend and I (who also played EQ at the time) have become really good friends over the years - thankfully they only live about a 4 hour drive from here, so we get together (IRL) every so often. [EQ, M, 23]
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But beyond the “dangerous world” effect, there is something else that drives altruism in MMORPGs. In the real world, modern technology and society has made it easy to deal with most everyday inconveniences (i.e, illness, travel, long-distance communication). The only ones that are hard to deal with are typically of epic proportions. It is often hard for us to help when a real crisis occurs (i.e, car accident, fire, etc.). Most MMORPGs on the other hand are designed to contain many everyday inconveniences. You need a travel ability to travel long distances. You need someone to rez you. More importantly, MMORPGs empower users to help each other. You can heal someone who is about to die. You can craft a component another player needs. You can root a mob long enough for the player to escape. Thus, MMORPGs empower players to help each other in a way that is often difficult in real life.
The following player articulates another very important difference between altruism in the virtual world and the real world.
In other words, MMORPGs remove much of the ambiguity and danger of altruism. At the same time, the game design empowers users to help each other in meaningful ways. A kind of social engineering occurs in MMORPG by restructuring the rules and expectations of how and when people can help each other. Of course, game designs don’t always encourage altruism. For example, some games make players as independent of others as possible. But what is clear is that we could think of altruism as something that can be engineered by the game design.
It is easy to think of the fantasy worlds offered by MMORPGs to be an escape from real world constraints, prejudices and stereotypes.
The problem is that the more we look, the more we find that many of our real world constraints and stereotypes follow us into MMORPGs. For example, female avatars are often harassed by male players.
I never realized how irritating it can be to have to put up with unwanted advances. [EQ, M, 38]
Of course, the exaggerated female anatomy and skimpy clothing merely serve to encourage objectifying female bodies. More intriguing is that even in a world where male and female bodies are functionally equivalent, male avatars are valued higher in external markets such as eBay than female avatars of the same level and with comparable gear.
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Others comment on how cultural identities and stereotypes have impacted their game-play experience.
In FFXI there was this "uber leet" syndrome the majority of the Japanese players had. Where they considered every American as a noob, because Japanese had been playing FFXI for a year and Americans just got it. Now in general, that's somewhat true, most of the Americans(Non-Japanese) are noobs, but the few of us who weren't were still being discriminated against for being American.
In FFXI They even helped the Japanese find out whose American and who is not. When it first came out, the translator translated things from Japanese to English, or vice versa, without any notice that someone was using the translator, but then they added a patch that put brackets around the translated words, so they could tell if your American (Using Translator). I respect and like the Japanese Culture, but that game felt like it was trying to make me be racist or something. It pissed me off to have to wait 2+ hours just to try getting into an xp team because the majority of the Japanese didn't want to team with Americans. [excerpted from an FFXI forum]
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As the various players saw the flag a strange thing began to happen. Some disgruntled players surfaced and began to deface this flag, verbally abusing the ones who created the flag and those who stood by watching. They seemed to be systematically changing the patterns and colors into what began to look like the Palestinian flag. In opposition, highly offended American players, several of whom claimed certain military affiliations, began to systematically change the colors back in the attempt to restore the graphic of the American flag. Game Masters were called, but as the topic was so very emotional and nationalistic, they wound up wiping their hands of it and pretty much leaving things to the players and the intense emotions of the day.
There were sharp exchanges, threats, and challenges to 'go to Fel' (for pvp) to resolve the issues from several groups. What followed was what I later referred to as 'The Battle of Britain Bridge.' After a few initial verbal scuffles, a silent but intense competition began with several players doggedly dying 'fabric' and laying down either a pattern of orange/green/white, or red/white/blue flags onto this bridge area.
The battle went on for hours, lasting all night by my time zone. One man, who said he was a US Marine in the real world, laid down US colors into a flag pattern for nearly 8 hours straight with the assistance of a couple of others. I watched this 'battle' for hours, giving a small bit of assistance from my convictions to 'my side' of the issue, but mainly watching the fascinating effect of real world conflicts spilling over into a virtual reality where all of us are grouped together and unaware of our 'real' identities.
I was truly overwhelmed after being a part of this unique battle and spent several days very emotionally affected by the conflict between the Americans trying to give a memorial to the fallen, and those who opposed the United States and openly celebrated the attacks made against the United States. I became intensely aware of the global nature of the online community from this point on. I have also never again felt 'safe' in this virtual world and am always now very aware that while this is a game, it is also very much a human reality, and that someone who may be what I would consider a dangerous enemy to my country may be right beside me killing dragons in Ultima Online. [UO, F, 46]
Virtual worlds do not free us from real world stereotypes and prejudices. Instead, our stereotypes and cultural identities seem to follow us even into worlds that are entirely woven from fantasy. In a world where we can be who we are not, do we learn from the prejudice and discriminations we experience, or does it merely serve to perpetuate and encourage existing stereotypes and prejudice?
MMORPG gamers spend on average 21.0 hours per week playing the game (N = 1996), and spend on average 7.7 hours per week watching TV (N = 1996). The national average for TV watching per week is around 28, which is what the above averages add up to. In other words, this lends support to the claim that time that was spent watching TV has been displaced by MMORPG playing. Female players are on average older than male players (33.0 vs. 28.4, N male = 1587, N female = 379, p < .001) and also spend more hours in the game than male players (22.3 vs. 19.0, p < .001).
Among male players, age correlates positively with hours of TV watched per week (r = .08, p = .003). Among female players, age correlates positively with hours spent playing an MMORPG per week (r = .12, p = .02). With both male and female players, hours spent playing an MMORPG does not correlate with hours spent watching TV (r = .03 and r = -.03 respectively, p’s > .05).
The following table shows average weekly hours spent playing MMORPGs and watching TV among MMORPG players. Of interest is the spike in play-time among female players over the age of 35. The trend among male players appears to be mostly linear.
Over the past 5 years, I've presented these findings in a variety of formats. I settled on The Daedalus Project as a way to easily present findings, but the problem that emerged was that it became hard to illustrate themes and show the big picture using a blog format.
The Daedalus Gateway is an attempt to provide a coherent gateway to all those findings. Also, they are meant as a set of thematic primers for people who stumble onto the site but have no idea where to start or how to make sense of all the information.
I hope The Daedalus Gateway is useful as a means to navigate through the underlying data that has been presented over the past few years. Those pages will also be updated as new findings and resources become available.
Took a 2 week vacation in Hong Kong (where I grew up) over the holidays. One thing that surprised me was that they sold MMORPGs at the 7-Elevens there. These are local MMORPGs + RO + Lineage 2. The local MMORPGs appeared to be much more simplistic than the ones we're used to (imagine Ragnarok Online but even simpler), but there were at least 7-8 of them on one shelf dedicated to MMORPG boxes + the game cards.
School just started again last week, and I'm TAing for the first time this quarter - a class on human representation in virtual reality. Wish me luck :)
As always, I really do appreciate those of you who participate in these surveys as well as those who help spread word of this project. Feel free to drop me a note here or email at contact@nickyee.com
How You Can Help:
- Post a message on your community forum or message board about the findings.
- Create a link to "The Daedalus Project": http://www.nickyee.com/daedalus/
As usual, your comments and feedback are most welcome. Any questions should be directed to contact@nickyee.com