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MMORPGs
are surprisingly good at placing groups in stressful crises
while they are hunting. For example, an unexpected "add"
at a time when the cleric's mana is low, or a bad pull that
doesn't immediately seem impossible to take. Most of these situations
force groups to have to work together and support each other
effectively. These experiences often become salient trust-building
situations for the players. Because most MMORPG players spend
a significant portion of their free time playing the game, they
become very emotionally invested to their characters and what
happens to them. The degree of emotional investment influences
how elated and excited they become in real life when their character
makes a level or finally gets a rare drop, or how devastated
and angry they become when their character dies or is treated
badly. For the most part, this emotional investment causes many
MMORPG players to take the game very seriously. In a way similar
to the deep bonds between war veterans, the pairing of emotional
investment and frequency of trust-building situations in MMORPGs
facilitate the "jump-starting" of solid bonds between
players.
To succeed in EQ you need to form relationships
with people you can trust. The game does a wonderful job
of forcing people in this situation. RL rarely offers this
opportunity as technological advances mean we have little
reliance on others and individuals are rarely thrown into
life-or-death situations. [m, 29]
Moreover, stressful situations in MMORPGs
seem to bring out the best and worst of individuals. Most
MMORPG players can recall experiences where another player
displayed a remarkable degree of honor, altruism, self-sacrifice,
betrayal or cowardice. This is not to say that players who
act honorably in MMORPGs are honorable in real life, but because
most players assume that other players are as emotionally
invested as they are, they tend to feel that these honorable
or cowardly actions give a glimpse into how this other person
might be in the real world. In a sense, all of us would like
to put our friends into simulated crises to see whether they
would stand by us in a time of need. We would all like to
know which of our friends we can count on. Unfortunately,
we usually don't find out the answer until that time of need
arrives. Friendships in MMORPGs go through this process almost
in reverse. Instead of making friends and then slowly finding
out whether they can really be trusted, MMORPG players are
making friends with people who have demonstrated that they
can be trusted because of their actions under spontaneous
crises that required difficult decisions.
In EQ, we engage in difficult, sometimes
dangerous and often life-threatening struggles. Even though
it isn't RL - you learn a lot about the character of the
person playing the game. Some are selfish and greedy in
EQ and you figure they are similar in RL - others are eager
to help and think of others over themselves - and I have
found them to be the same in RL. The difference in between
these friendships and RL is the ability to watch someone
in action before allowing them into your life. Also, the
fact that we are all unable to see out real faces prior
to becoming friends - we can't prejudge someone on the basis
of their looks. [f, 45]
They are able to prove themselves as trustworthy,
or intelligent in the game environment
which I find
to be just as taxing and valid as RL at times. [m, 26]
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friends in everquest, why do people make such good friends on MMORPGs, the psychology
of MMORPG relationship formation, making friends in MMORPGs, dark age of camelot,
asheron's call, EQ, DAOC, AC, getting married online, getting engaged in everquest,
marrying someone in everquest, mmorpg marriage, making friends online, romantic
relationships in everquest, virtual romance, virtual marriages, statistics of
online relationships, understanding online relationships, virtual worlds, virtual
community, virtual communities, virtual constructs, virtual societies, virtual
relationships, virtual social networks, online community, online communities,
online societies, cyberculture, cyber-culture, relationships in cyberculture,
online communication