Friday, September 5, 2008

MMORPGs Are Bad: A Fresh Perspective


A mage incinerates her enemies from afar, fiery magic streaking from her fingertips. Wielding the elements of nature with ease, she decides with sinister glee on the next spell she should manipulate. On the other end of the spectrum, we have warriors. Brawn over brain berserkers that often rather rely solely on brute force, but that does not mean they are any less capable then their witching counterparts. You could be anyone; a hero from zero, a powerful and feared bounty hunter, heck, even a maiden in distress if that is your kind of thing. I am of course, referring to the emerging world of virtual fantasy, massive multiplayer online role-playing game or MMORPG for short.

MMORPGs are specifically the type of online computer games that require investments of time and money, usually to exorbitant amounts. As a result, the stereotyped image of computer gamers is often negative. Besides being a form of addiction, MMORPGs are viewed as an alternate avenue for the socially-dysfunctional. It is believed to be plagued of players with identity crisis, and others who cannot see the distinction between real life accomplishments and in-game acquisitions.

What draws people to spend enormous portions of their life on achievements measured by pixels on a digital screen? The truth is that MMORPGs have great appeal because they are able to cater to very different motivations of play, all at the same time. One way of understanding these differences is by exploring how male and female players seem to prefer very different aspects of MMORPGs. For the majority of male players, the most obvious appeal derives from the elements of achievement in these environments. Guys love the fact that they earn exclusive boasting rights after accumulating tangible wealth, rare items and power. This refers to the males being more concerned with logos, or what is communicated during speech. However, for the majority of the female players, their main appeal comes from the joy of chatting, making friends, and affiliating with larger social groups such as guilds. This refers to the lexis, or how the speech is delivered, rather than the content. For females, the focus of the game is in building relationships, and killing monsters is something you can do while chatting, whereas for the male players, the focus of the game is in killing monsters, and chatting is something you have to do to coordinate battle plans!

Along the same lines, some argue “virtual relationships” are inherently meaningless, as one can hide behind a computer screen and portray himself anyway he wishes. This is because in a MMORPG, you could be anyone, possessing any skills, limited only by the boundaries of your imagination. They believe that the interactive model of communication that the net provides also allows you the time to plan and regulate your responses. However, do consider we all wear masks in real life! It is naive to assume that we get to know a person intimately merely because we can interact with them with the transactional model (face to face). On the other end of the spectrum, this might even be a good thing! The removal of physical cues such as age, appearance, race and social class forces players to interact with each other with far fewer prejudices and stereotypes than they would in real life.

Another line of critique argues that this make-believe virtual world is not only pointless, but also perhaps of danger to teenagers who may lose hold of their real identities. First then, lets question what “real” identity refers to in modern times. According to the social constructionist perspective, are they social cages called expectations enforced by our family and friends? People might expect us to act in ways that might not necessarily reflect who we truly are, unknowingly trapping us in our own masks. Without this expectations in-game, MMORPGs allow you to embrace or even discover your true self! Also important to note, there is a distinction between identity and role. There is nothing wrong with having many roles as everyone does too shift between multiple roles in modern society. Take for example; a teenage boy is a student, a son, a brother, a group leader and a member of a team all at the same time. Do we ask ourselves if the brother is losing himself in the role of the son?

In fact, maturity is about the accumulation and balance of roles, and more importantly, the understanding of life from different perspectives. I believe with careful supervision, the virtual worlds that exist in MMORPGs provide truly safe spaces for trying out different roles and perspectives. Change only occurs after knowing what you are not, and testing out different roles and personalities is the kind of experimenting that all teenagers go through anyway. The difference is that this experimentation is much safer in these virtual worlds. Is this something we should shun?

13 comments:

Anonymous said...

Hi shawn! Amos here! Your perspective on MMORPGs is rather interesting where you explored the different roles a single game can cater to different gender playes especially where the game world are usually dominated by males. The software market of games has been a multi-billon dollar industry and the media components such as this poster shown in the blog entry has mass appeal to teenagers and even adults. As mentioned, you did say about the use of lexis appealing to female players while logos appealing to male players. An interesting point made that such clever usage of media tools were used to attract and market the game to a larger pool of consumers.However it is scary to know that such games might hinder personal development of an individual and where virtual communication might hinder real life communication and also real life human interaction. A very interesting perspective i might say especially on the point of media satisfying both gender groups.

lucas said...

A very interesting perspective indeed. First of all, allow me to share with you something which I have personally encountered. I shall just be calling that person involved V here.

Basically, V's life revolves totally around MMORPG. He goes to school, tired from a full night of gaming. Sits around restlessly in lecture, and rushes home to continue on his game. The only person who he speaks to in school is another guy who plays the same game with him. He does not have any other form of social life, and does not know the names of the buildings along Orchard Road.

I know that this is only an isolated case and many others who indulge in MMORPGs are nothing like him. However, as like the example above, I think that it does indeed have a huge influence on human behavior. And as far as I can personally tell, the influence is mostly negative.

You mentioned about exploring identities in game. Well, I do not excatly agree that the exploring done in the virtual world is any more safer than in the real world. Reason being, the lessons learnt virtually will never reflect real reactions from real humans. I am quite adamant that with proper supervision from our guardians, we can safely say that exploration of identity can be done safely in our social circle.

All a matter of balance really, no?

Shawn Lee Wei Bin said...

I totally agree Lucas, balance is definitely the key here.

The problem I believe is because the real world is closely monitored and regulated by adults and other authorities, while the 'online, high tech' world is swarmed with teens being the 'most knowledgable' and 'expert'. Thus, the online world lacks adult, and experienced supervision like for example: basketballers in a basketball team has a basketball coach who knows whats best for them.

This gives rise to obscene vulgarities seen on global chat channels, and other delicate phrases like 'I PWN JOO I PWN JOO ZOMG I AM THE BOOOMB'

darren said...

Experimenting with different identity in a normal social setting will always see external social pressures that may influence or inhibit your experimentation. Experimenting with an identity in a virtual world frees you from any such expectation. However, ultimately we're still living in the real world..we can't take an identity we created in-game that cant be (or socially not accepted) translated to the real social world. However it IS fun pretending in games =) Woot MMO ftw.

Zed Ngoh said...

and now you have an excuse the next time your parents say you're spending too much time on WOW. 'but mum... i'm studying communication models'!

on another note, it's interesting how you manged to dissect the MMORPGs this level in order to find relation to what we have learnt. i have left online games a long time ago, but back then such games were played with little conversation, it was more of an activity to while time and get away from any physical form of interaction.

but i guess with features like characters being able to marry each other in the game, this platform may have evolved to allow people to do what they dare not try in the physical world!

Nichika said...

usually, our bad self comes out in online gaming, because we know that every character in the game are strangers to us, except our classmates who plays the same game, and we will never meet them on the streets so players would not think twice about the consequences of their actions done online. Many things like swearing and abusing others who u find disturbing or just plainly for fun because u r bored happens without thinking. So why escalate this habit? No promises that this habits will be only kept in the virtual world.

Anonymous said...

Well, i remember having this conversation regarding this matter some time back. Your views on this are certainly interesting as they give a completely different side of a coin. To show MMORPGs as an avenue for people to connect and how communication is effectively prevalent even in such mediums its a nice read.

However, there is a part in which you mentioned that gaming like this is an alternate avenue for the socially dysfunctional, maybe you could consider that their social dysfunctionality mught be more and more escalated by MMOSPGs. This might sound a little off tune coming from someone who has never quite grasped the concept of online gaming but i still think its a point of contention. Otherwise a very nice post.

Tien Lang said...

I agree completely that online environments are really good ways for people to explore their personalities and behavioral patterns. Of course. ;p

However, the very nature of virtual worlds being an environment void of social constraints would lead us to assume that the "true" behavior that is eventually expressed online may be far from what an individual's core identity truly is. Cue religious undertones in this post, because I would like to tie in character with identity.

Lack of social constraints can both be a normalizing factor and an exaggerating factor in terms of behavior. I take it that you are advocating virtual worlds' normalization effect on people's behavior. Not to contradict your point, but to add to it, is Plato's notion that the removal of social constraints can exaggerate unwanted behavior. By my extension, this can apply to both your definitions of identity and role. Why? Because I tie in character with identity, so if this association isn't true, then I'm talking rubbish.

This should illustrate my point pretty well.

http://en.wikipedia.org/wiki/Ring_of_Gyges

Oh, and 7th!!! LOL.

Anonymous said...

Hey, here it is.. =)

This is definitely an interesting insight to the world of MMORPGs, by a gamer who has been enthralled by the immense powers bestowed upon him, and who has also shown maturity by his acknowledgement of the detrimental social effects virtual games can bring.

"Change only occurs after knowing what you are not, and testing out different roles and personalities is the kind of experimenting that all teenagers go through anyway."
However, I choose to believe that it is always a healthier and realistic alternative to explore and grow up being less reliant on virtual identities.
Admittedly, to discover personalities and conduct interactions with one another in reality is intimidating and daunting but it forms a platform for useful social skills to be acquired.

Possession and retention of these skills in reality, is termed personal development. And how else can we encourage people to grow, when the young ones only have the courage to express themselves virtually? Safe experimentations in the virtual world may thus in some way, hinder actual social development, and rob people of the opportunities to err.
"Maturity is about the accumulation and balance of roles", and also, about acquiring skills through actual mistakes and not dwelling in the safe wonderful make belief world.

Emil said...

People should learn that computer games do not always make one anti-social or other Jack Thompson nonsense. As you mentioned, MMORPGs connect people, not divide them. It is common to hear people talking between themselves about their experiences in WOW, just as much as soccer fans talk among themselves about the latest match.

Gone are the days when computer games were limited to single player games. With easy access to the Internet in most countries, multiplayer gaming is extremely popular. In fact, this leads to several game companies making games SOLELY for multiplayer.

However, like Nichika said, the anonymity provided by the Internet leads to people behaving inappropriately and getting away with it. If one were to do that in real life, they would just make themselves look like a fool.

Anonymous said...

Its true that indeed, MMORPGS provide a platform for many people to put on a facade and take on a different identity. The identities that are taken on are completely different from how they behave in real life.

In my opinion, this has both positive and negative effects. It could be a chance for the friends-deprived in real life, to maybe have some social contact with different people. Then again, it also has an implication of the bad influence that these people online may posses.

In reference to your post, i feel that maturity can actually be acquired from these online games. I agree that its a chance for many youths to be someone different, to maybe, not be undermined for the first time.

Anonymous said...

I am quite impressed with your views on MMORPGs but as a mother who has young children who are addicted to online gaming, I personally would not like to encourage them to spend long hours in front of the computer. Moreover, I have also noticed that my children have picked up some unruly and undesirable behaviours from playing these online games. They have become very agressive in behaviours, using vulgar language not only online but with friends in their conversation. Whenever they are engaged in an argument, they would become very angry, and in every interaction, they would end up using..."I will kill you, punctuated with a vulgar language." In addition, after talking with other mothers, we all shared the same sentiments... if there is no online games just like the olden days..... we will all be much happier mums.

k r i s t y . w said...

Online gaming leads to another venue for addiction, much like smoking or alcohol. Personally, I find gaming can be very addictive, so I don't indulge in it. To me it's just an avenue for fun, not necessarily a time to experiment with different personalities. Maybe this is because I don't equate the alternate gaming world with reality at all, like some of my other friends do. They really live in 2 worlds sometimes, and even mix them up. It's quite scary to watch. I feel that for some of them, they use it as an avenue for escape.

Proper control or supervision is hard to establish because no matter what, the temptation is still there to lose yourself in the game. I'd rather my kid go out and play in the field. I'd rather he live in reality and bask in the fruits of the earth! xD Huzzah for the natural blessings of our motherland.