Superstitions
I made a short, speculative post on MMO superstitions on the Terra Nova blog a while back when I first began to think about the idea. This article is a more elaborate exploration drawing on a survey asking players to describe superstitions they have seen in an MMO. But I want to begin with the most interesting comment made on the Terra Nova blog post which was posted by Heather Sinclair, a member of the Dungeon and Dragons Online development team:
We've had similar problems with some of our boss encounters, for example, on my first dragon raid, I was regaled with a long list of things I MUST NOT DO or else the raid would be wiped. Not one of them was valid, but they were incredibly detailed and equally silly. (Things like you can't switch weapons, press hotkeys, cast spells, attack anything but a single leg of the dragon, that sort of thing). It was pointless to argue about, they wouldn't accept the fact that their rules were really all superstitions.
B.F. Skinner is well-known for his theory of behavioral conditioning, but one of his quirkiest studies involved inducing superstition in pigeons (1948). 8 pigeons were placed in a reinforcement contraption (i.e., Skinner Box) and were given a food pellet every 15 seconds no matter what they did. After several days, each pigeon had fixated on a particular superstitious behavior. One pigeon danced counter-clockwise, another two developed a left-to-right head-swinging motion, another attacked an invisible object in the top right corner of the cage, and so forth. This phenomenon has also been replicated among high-school students (Bruner & Revuski, 1961). And given that MMOs are a kind of Skinner Box that offer some random rewards (e.g., rare drops), it's not surprising that superstitious behaviors emerge in MMOs as well.
I want to make clear that I am using the word "superstition" in the context of MMOs without reference to spirits or religion in the way "superstitious" sometimes implies when used in everyday language. Specifically, I'm using the word "superstition" to refer to repeated behaviors driven by strong beliefs that doing X (or not doing X) will cause Y even though there is no good evidence that this is the case, or despite countering evidence. Superstition falls along a spectrum of related phenomena, such as urban legends and speculation. What differentiates superstition from these other two terms is that urban legends are typically stories which have no repeated behavioral component and speculation usually forms the basis for somewhat systematic testing. Of course, the distinctions among all these terms are not clear cut.
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In this particular survey, about 380 MMO players described one or more superstitions they had seen in an MMO. As I read through the player-submitted superstitions, I was struck by several things, and I will list some of these here to help frame the phenomena we're looking at and the stories that follow:
1) Other people's superstitions always seem crazier. When reading through the superstitions, I felt more sympathetic towards ones in games I've played and more likely to laugh at superstitions in games I haven't played. But, of course, most of the superstitions are incredibly similar across games and I think reading superstitions from other games will help us think more seriously about the ones in the games we do play.
2) Some people argue that all MMO superstitions must be false because it's just easier for developers to use a random number generator throughout, but it's also true that it takes just several lines of code to increase the chances of all rare drops on Tuesdays. And while it is impossible to prove that gods or spirits exist in the real world, there actually is an omnipotent, omniscient god in MMOs (known as the game developer) who can and does mess with the rules. In other words, there is no logical reason why a four-leaf clover would bring you good luck in real life, but this is plausible and easy to implement in an MMO. So ironically, there is a better basis in believing in an MMO superstition than a real life superstition.
3) A corollary of #2 is that we may never know whether a particular superstition is actually true or false because: a) most of the scenarios occur with sufficiently low frequencies (i.e., rare mob drops) that they are hard to sample for testing, b) we will never have access to the actual code base in most cases, and c) even if we did, weird features do arise from complex code that developers never put in explicitly but nevertheless might exist (e.g., the case of the "wi flag" in Asheron's Call). However, while some of these superstitions may be true, it is likely that most of them are in fact false.
But enough of my thoughts. Let's turn to the superstitions that players have seen in the games they play.
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Instance Seeding
Most superstitions players described involved low-chance or high-risk events. For example, a low-chance event may be a rare loot drop. In World of Warcraft, there is a pervasive superstition that the loot table in high-level instances is determined by the first member of the group who steps foot inside the instance.
I can think of a popular superstition. When raiding under a specific Master Looter, certain types of loot will drop. When under a different Master Looter, different types of loot will drop. Blizzard consistently states that loot drops are completely random. Yet, a lot of people don't believe this because some items drop over and over when under one Master Looter and different items would drop over and over when under a different Master Looter. [WoW, M, 34]
While a superstition involving a common scenario may be easily disproved by testing, one reason why superstitions involving uncommon scenarios sustain themselves is because "it can't hurt" to try it. And if you only get to run a high-level instance once each week, then why not try something out that only takes 30 seconds?
Some People Are Luckier
One interesting variation of the instance seeder superstition claims that certain characters are luckier or have better loot tables.
The belief that certain classes seed certain loot in PvE instances within World of Warcraft and that certain players are 'lucky' seeders in terms of an increased high-level loot drop rate. Sometimes, raids have been held up until these lucky seeders or a member of a certain class arrives at the instance entrance. [WoW, F, 33]
Silliest is that a particular person provides some sort of luck to getting loot - that one person is responsible for the 'seed' being good or bad. [WoW, F, 49]
What fascinates me here is that certain characters come to be seen as being inherently lucky or unlucky (even divine or cursed), analogous to how certain people in life are sometimes perceived to have divine or miraculous powers.
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Lucky Charms
There is also a pervasive item-based superstition regarding drop rates across many MMOs and this is the belief that having certain objects in your inventory will improve the drop rate of rare items. The specific item changes from game to game, but takes the same general form.
That carrying or owning items who's names implied good luck (Fortune Egg, Millionaire's desk, 4 Leaf Mandragora Bud) would increase drop rates despite no evidence to prove this. I'll admit to doing it myself! [FFXI, F, 25]
In Anarchy Online, some people believed that wearing certain gear was the way to gain certain drops and would spend hours farming gear so that they could farm other gear. [AO, M, 33]
Carrying around in inventory bag a Talisman believing it will bring good luck. [EQ, F, 52]
And again, here we see the interesting behavior where players may not themselves "believe" in the superstition, but they do it anyways because the behavior requires little effort in comparison with the potential gains.
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Over-Enchanting
An interesting case study of a high-risk event is something known as over-enchanting, a crafting mechanic present in games such as Ragnarok Online, Ultima Online, and Lineage 2.
They also believe that doing the risky act (overenchanting) in a church improves their odds. [Lineage 2, M, 52]
In addition to standing in specific places, players described a wide variety of other superstitions related to over-enchanting. Some of these involve eating before enchanting.
Others have developed a more elaborate set of rituals.
Many people I know have done many funny things to 'influence the Random Number Generator god', including but not limited to: 'Ritual dancing' (using a string of emotes prior to the act), crafting/upgrading during a predetermined magic-hour where a lot of successes occurred, or even saying some ritual phrase out loud (in real life). [RF Online, M, 21]
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Crafting in FFXI
The most interesting superstitions related to crafting actually come from Final Fantasy XI, and it's because the developers have a history of messing with the players.
Deliberately strange rules like this have spawned an entire legion of crafting superstitions in FFXI.
Whenever trying to make an item with a particular kind of Crystal, there were rumors that if your character was standing and facing, for example, Southeast with a Wind Crystal, they would be less likely to fail the synthesis and lose the crystal and items. I even once saw an entire investigative guide that said the directions to face were linked to the time of day in-game, and that each crystal had its own favored 'direction' depending on the time of day. [FFXI, F, 22]
Due to FFXI being incredibly coded for hidden effects, moon phase and basically anything that is mutable, there are a lot of these beliefs going around. For instance, I have never seen any proof that the Elemental Staves (there are 8, fire, earth, air, water, light, dark, lightning, and ice) will affect your craft outcome, however I tend to craft with the corresponding staff/crystal im using. There is also substantial (yet without seeing the *actual* code for the game I don't consider it fact) evidence pointing to which direction your facing has an effect on what your crafting. Some players are extraordinarily picky about the time/direction/day/moonphase that they craft certain (expensive) items, some aren't. [FFXI, M, 30]
As a side note, I've never felt so relieved to not be playing an MMO where moonphases are involved. Just imagine the beliefs that might spring up in WoW if that were the case.
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Spawning
Spawning as a game mechanic used to be a much bigger deal, such as in the original EverQuest. This is because some mobs would have spawn times of an hour or six hours in addition to having place-holder spawns. This helps to partly explain why there were many superstitions regarding spawning in EQ in a way that there aren't in a game like WoW where spawning is faster and less painful. One prevalent superstition was the existence of an "anti-spawn" radius.
It was widely believed that the game designers had implemented an 'anti-camp radius' around major spawns, such that the mobs would not spawn if people were within the radius. Of course, no one knew exactly what the extent of this radius was, so more risk-averse people would camp further and further from the spawn point in order to avoid the radius. The developers at Verant found this so funny (there was no anti-camp radius) that they added as a comment during some loading screens 'Checking anti-camp radius' just to mess with these players. [Eve Online, M, 31]
Other superstitions involved cleaning up after yourself.
And of course, some people developed ritual dances for spawning. As you're reading these, please note the uncanny resemblance of this to Skinner's pigeons.
Some players would sit and stand rapidly while strafing back and forth. Others would crouch and run in circles or figure-eight patterns. Jumping seemed also to be a common theme. Seeing a full group of six characters dancing in this manner shortly before a mob was to spawn was very funny. I think that it sometimes was done as a joke, but I knew some players who swore by its success. [EQ, M, 28]
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Loaded Dice
Given the prevalence of random rolling systems in many MMOs, it makes sense that players might develop superstitions on what is ostensibly a random number generator. Of course, badly-implemented random number generators (or overly imaginative players) often give the impression of having patterns. One of the most popular superstitions is that you can get rid of your "bad rolls".
I've seen people roll their dice repeatedly when joining a raid, stopping just after a terrible roll because they were 'getting the bad rolls out'. They weren't kidding. [WoW, M, 31]
A variant of this is waiting till someone else makes a bad roll and then rolling yourself.
Others prefer an order-based method of rolling.
When an item drops, they roll first, or wait until last, or if they anticipate an upcoming item, they roll a few times randomly to 'get the bad rolls out'. (Which usually results in a high roll, which they worry they 'wasted'.) [WoW, M, 34]
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Risks, Costs, and Persistence of Superstitions
It bears pointing out the conditions that encourage superstitions to develop and the irrational and social mechanisms that sustain them. As we've seen, superstitions are more likely to involve low-chance and high-risk events. In practice, they are partly sustained because the cost of a 30 second superstitious behavior is extremely low in comparison with a raid wipe (and the consequent regrouping time).
Another mechanism is that we tend to remember confirming cases more than disconfirming cases. But typically, one confirming case is enough to create a new group of converts.
Overall, I was most surprised by how widespread superstitions were across MMOs and how adamantly some players follow them. Of course, as I mentioned earlier, a few of these superstitions might in fact be true, but most are likely to be false. I'll close this exploration of superstitions with an anecdote that is a little more light-hearted.
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Appendix
There were a bunch of interesting submitted superstitions that didn't neatly fit into the narrative flow of the article, but I wanted to make sure that they were shared as well. Here they are.
Bovine Assault
A Special, Happy Place
Paint Brush of Souls
The trick to opening the door is you have to wait approximately thirty seconds before hitting Enter. You must give your character time to finish their painting. (The game gives no hints on your progress, nor when you are done. You just have to be patient, and wait a minimum of thirty seconds.) In FFXI, you can chat in real time in a variety of different ways. If you hit enter to send a chat message during the painting, it would abort the waiting period. I can't tell you how many times I had been in that area, where a raid leader would swear up and down that the *only* way to open the door is for *everyone* to be absolutely silent for two full minutes; if anybody typed anything at all, the door wouldn't open and it would be YOUR FAULT! [EO, M, 27]