By Daniel Lende
World of Warcraft is a MMORPG. And what is that, you ask? A massively multiplayer online role-playing game, in this case the most successful one in existence. It is run by Blizzard Entertainment, based on fantasy role-playing (i.e., swords and sorcery), and has more than 9 million subscribers worldwide. These subscribers pay a monthly fee (currently $14.99 if you pay month-to-month) and for that, Blizzard says, “thousands of players adventure together in an enormous, persistent game world, forming friendships, slaying monsters, and engaging in epic quests that can span days or weeks” in the realm of Azeroth.
Blizzard has built a game that appeals to both causal and persistent players, though most of its monthly income is derived from people who put in lots of hours (Ducheneaut et al. 2006; http://gac.sagepub.com/cgi/content/short/1/4/281). It relies in part on an underground economy, including Chinese “gold farmers” (http://www.nytimes.com/2007/06/17/magazine/17lootfarmers-t.html) to help create some of the in-game wealth that rich players can then utilize in achieving higher and higher levels and better and better items and spells. Besides the joys of “leveling up” and coordinating massive attacks on either mythical monsters that no one hero can slay alone or on other “guilds” of human players in Azeroth, research has shown that “in keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop (Williams et al. 2006; http://gac.sagepub.com/cgi/content/short/1/4/338 ).”
They also piss each other off. One of the main draws of Wow is PvP, person versus person play. Just as with first person shooters, there is plenty of fun in the single-player game, the mastering of a particular level or killing a “boss” (a hard monster or enemy), but a lot of the persistent fun is in making those rag dolls fly—in winning “the game” when playing against others. A new art form has developing in filming these encounters: “the proliferation of players, clans, Web sites, and community forums for creating, consuming, and commenting on WoW movies is remarkable” (Lowood 2006; http://gac.sagepub.com/cgi/content/short/1/4/362 ). The one I will talk about today has been seen over two million times on YouTube.
Continue reading “MMORPG Anthropology: Video Games and Morphing Our Discipline”