Category Archives: Society

A new age of players for a new age of games

While MMO players discuss the next generation of online games in terms of post-WoW era, innovative concepts, market saturation and whatnot, a rather striking occurrence has somewhat slipped under the radar: the great player age shift creating a completely new set of challenges for future developers. That’s right, we’re not just harder to please and more experienced, we’re plain older!

The MMO players of yesterday are grown up and “their kids” have joined the market. This is quite the precedent for this industry; yes, there used to be older players before, but not nearly in the same way as there are today. If we look at the age of when MMOs actually became widely popular, we cannot really talk of much longer a span than maybe 10-12 years. Mainstream? No more than 7 years.

That means, for the first time the MMO market faces an audience that has grown with them – and they still want to play MMOs! They’re the teens of yesterday, now joined by the kids of today. Slowly, we begin to realize just what this means, especially in terms of a whole new world of player variety and new expectations.

A relatively young, average audience is easy enough to manage; back when we were in our teens and early twens, we had loads of time. We had a high tolerance for repetition and grinds. We easily worked in teams and committed to regular guild runs. Not so a decade later. The young audience is still there, but so are we – and now, we have lives to run, checks to pay, families (and lazy cats) to look after who cannot so easily “fit around” other schedules and cannot be second priority to other people. And we need our sleep, regularly (darn…). So, we try to make the most of our time online, because it’s preciousss. Somehow, we realize that we cannot and should not quite achieve the same under such limited conditions – still we’d like to feel like we’re not missing out on too much. I still want to have the cake and eat it too.

How will the MMOs of the future deal with this changing, more mixed and demanding audience? Will they grow past us, leaving us behind or will they try and benefit from this huge opportunity to appeal to a wider circle of players? Might they even change their focus drastically in favor of this older generation?

P.S.: For the record, I’m still young – just so we cleared that up!

When do you get to that point of enough is enough?

A comment Liore left on my article of last Friday got me thinking about a question I have visited in the past, but never quite found the ultimate answer to. Or rather, I have found too many answers for myself to only stick to one. I’m talking about the question of what exactly it is that finally triggers our often very difficult conclusion to quit a long-time MMO completely and with that, leave our social ties behind (which is sadly the truth for most), putting a stopper into our bottle of fond memories.

In the light of many recent blog posts I’ve read on the topic of quitting WoW, I don’t believe I’m the only one still struggling to answer this question. It’s tough to leave a virtual home of many years behind; it hurts to wave that final goodbye to people you have played side by side with for so long, sharing victories, real laughter and tears together. So, why would the answer come any more easily, anyway?

The more I thought about this, considering different players’ experiences and my own, I came to the conclusion that there are mostly the same three basic reasons involved when long-term MMO players pull the plug on the game they used to call a second home – and that these reasons all need to be present to some extent (some more or less) for it to happen.

Reason #1: The game changed
We feel that the game has changed over time, fundamental design aspects of it having been altered to a point we can no longer tolerate. World of Warcraft for example DID change in many ways and there’s no denying that some of it were drastic changes. Yet, there’s a question here of why we are willing to put up with changes in some areas and not in others. Or rather, why we are often willing to go along anyhow, until we don’t. What causes us to make the call of  “enough is enough”? While we might have valid qualms with the game, what influences the time of our final decision-making truly?

Reason #2: People changed
While many of us start out solo in a new MMO, our continuous enjoyment of the game will soon be generated by playing and interacting with other people. It’s a gradual shift we hardly notice, until bonds have been established so thoroughly that we play the game because of others just as much as for ourselves. However, our social environment is constant subject to change: our friends-list, our guild will never stay the same forever, no matter how stable they may seem for a while. People come and go, some leaving for pastures new with a different guild or server, others snatched away by real life. For a short while only, we walk side by side. It’s completely out of our hands but it affects us deeply, especially when those start leaving (or changing) who we consider the main characters in our story. They leave a painful gap behind which sometime is too great to overcome.
So, as we go on complaining about how much the game has changed since the good old days, what we really mean to say is: “it’s not the same anymore because they are missing”. That realization comes sooner or later – and with it comes a feeling of general disillusionment maybe, a melancholy or wistful sigh over the things beyond our control in life. That is not to say that we cannot make new friends, but there comes a point when we just don’t have it in us any longer.

Reason #3: I have changed (or: the nature of time)
While we might believe that we never change in our gameplay wishes, we do change. We might not change much on “the surface”: we still want to go on adventure with our friends, raid a little, do some PVP – but there is that elemental quality of time itself. Experiences change us always and as we grow (older) we have more and more of them. There are only so many times we can find joy and wonder in the exact same activity, there are only so many maps to travel, dungeons to run and even items to gather in the same game. Inevitably even the new will feel old – everything feels like a repetition, the same thing with a new coat of paint. Not even the best MMO can last forever, been there done that will find you sooner or later. You’re getting older, the world feels smaller. It’s the way of life, as cliché as it sounds and nobody is to blame here.

This concludes the list of the three main reasons. And it is rather striking how often we actually mistake the reasons 2) and 3) for the first one. I’m sure you know exactly what I mean.

The glue that holds it all together

In “The Mexican”, a rather frivolous Hollywood crime/romance movie from 2001, the protagonist Samantha struggles to find the answer to her fundamental question for the full duration of the film: the question of “When do you get to that point of enough is enough?”. In her case, a question about just how much more she should put up with in her life because of her rascal partner, an endless trouble on two legs constantly getting her mixed up in dangerous business. While chased by a rather unusual assassin, Samantha tracks down her heart’s answer as she sets out to save both their lives. More about that in a minute…

We never leave a beloved MMO behind over just one reason, exceptional cases and acts of nature aside (someone’s life changing drastically, financial struggles, moving to Mars etc.). The game has to change and always in more than one way. We have to change. The people around us have to change or leave*. All these factors need to coincide.
Funny enough, it’s people too who have the power to bring us back. And why is that? Because we long to share our time and adventures, we long to pick up arms together once more. I believe that especially social ties have the power to keep us for much longer in a game that we otherwise wouldn’t enjoy; other people generate new and countless ways of content (and fun) in MMOs. Our joys and victories get bigger when we share them, our worries smaller. Our friends make our best moments memorable and thus our virtual experiences all the more immersive and real.

No developer can code this fundamental aspect and mechanism into their MMO, none of them can “produce” this powerful effect they benefit from so immensely. They can only set the stage and create enough room for us to do it – to really “live” in their worlds. And if they achieve this, then we’ll likely be their guests for a long time to come.

Which brings me to my final, simple conclusion: we don’t leave a long-time (!) MMO just because it’s gone bad. We don’t leave it because we changed. We don’t leave it because it’s just old.

…Samantha’s question is finally answered by the unlikeliest person imaginable, namely her persecutor Jerry, at the end of “The Mexican” 
(Samantha) “I have to ask you a question. It’s a good one so think about it. If two people love each other, but they just can’t seem to get it together, when do you get to that point of enough is enough? – (Jerry) “Never.”

We leave an MMO for the combined three reasons mentioned above. Most of all though, we leave because of the missing glue that held it all together for so long: people. Friends. The world looks completely different when they are around. Maybe we even manage to bring them back, sometimes just to realize that we still fail to reproduce that feeling of “back then together” today…but it was worth a try, anyway.

And that’s why future developers must never under-estimate the significance of social interaction and (enforced) cooperative play which ultimately sets the stage for meeting people. You really want to make sure players can and must play together in your MMO!

*P.S. While I use the terminology of “people leaving” to simplify, the loss of your social environment does not necessarily require an explicit, absolute “physical” distancing. Just as much, we can lose important people in our picture due to a changed relationship, a disappointment (the loss of an idea of somebody) or overall new in-game conditions. In terms of personal loss (and reason #2), they all come down to the same.

Friday reads for the community

It’s funny how a thought or idea can deeply occupy you at times and after you’ve finally brought it to paper and pushed that publish button, you find it echoing back at you wherever you go. It’s probably partly a mental mechanism; like back when you were thinking about buying that white Volvo – lo and behold, you started seeing white Swedish cars everywhere you went. A subconscious, biased shift of focus.

That’s only half of the truth though, because sometimes a topic just “lies in the air” like that – it’s weighing ever so heavily on the minds of a certain group of people, a social or cultural circle. It’s there waiting for you already, biding its time in subtle hints and signs, quietly dripping into our collective consciousness. It takes one well-articulated thought, one clear voice stepping forward for things to break lose. Or one conflict too many.

I’ve felt as if we are truly approaching a turning point in the blogosphere lately, which is only a mirror for a greater one approaching in the MMO industry, of course. It’s almost tangible now, although we cannot put our fingers on it just yet – it’s pretty clear though that WoW holds a significant part therein. There’s been talk of the (symbolic) death of WoW everywhere and there are exciting times ahead in terms of new and big title launches and promising new concepts. There are those who can’t wait and those who are still skeptical.

Most of all though, I feel that there’s a great fatigue around: people are tired. Tired of the black&white thinking still around in this “community”, fed up of fighting petty battles over who should get more attention from (future) developers. Fed up over having to justify what constitutes their personal enjoyment. Will our discord never end?

Frankly, I am tired of it too. I don’t get why one side needs to actively belittle the fun of the other, just because they feel that their own enjoyment has been ruined. For the record: I don’t play WoW anymore, no I’m not happy about how things have gone there, so I unsubscribed. Still, I keep reading and enjoying WoW blogs and I don’t blame the remaining players so much for my loss as I blame certain mindsets and developer choices that disadvantaged me when I am not convinced it needs to be “all or nothing”. I can disagree and will keep disagreeing on things like short-term thinking among players or how devs like Blizzard handle the current market – but my wishes are my wishes. If developers for some reason (money – surprise, surprise!) prioritize other playstyles over my own and can keep “enough” players happy with that, well then I’m out of luck! And oh, I hope things will change in my favour someday. I don’t blame other players for what is ultimately their preference though. No matter our differences, in the end it’s about priorities, implementation and catering to variety or not. I happen to be on the wrong side, for the moment. Personally, I don’t think Blizzard’s “trend” will continue forever though and the signs are already there.

So, what can I do? I can dwell in the past and lament the negative changes I perceive in the genre – but then, I’m not one for opposing reality much. I’ve written about the things that bother me plenty of times and by all means, we should keep criticizing as long as we discuss mindsets or design aspects, not people. Big difference here, obviously it’s about how you do things. Personally, right now I’d like to hear about solutions rather than finger-pointing or arguments over subjective matters. I’d like us to accept reality and focus forward. I want to consider objectively and constructively, how the mixed crowd that MMO players are today (and they are here to stay) can still be united under one big roof – without anyone’s individual enjoyment “suffering” from it. I don’t know about you, but that would be my ideal MMO future, anyway… It shouldn’t be that we consider other people a nuisance in a massively multiplayer game. What is this genre about if not about playing with different people? I am not actually interested to live in a “playstyle monoculture”: how many times have I discovered content in an MMO thanks to friends with different approaches and motivations?

Not possible you say? Well then, maybe you need to think bigger. There’s nothing to suggest that this genre has not lots of room for growth still, technically and in general approach. This book has a long way to go; there are still plenty of chapters to be written. And I’m still hopeful; hopeful that the difficult will be attempted and achieved. And if not, well what’s the worst that could happen? That our differences were so great to overcome that we’ll see a lot more niche products in the future. For better or worse.

In the words of the wise Oogway:

Quit, don’t quit? Noodles, don’t noodles? You are too concerned about what was and what will be. There is a saying: yesterday is history, tomorrow is a mystery, but today is a gift. That is why it is called the “present.” 

Today, I am sending a /wave to all of you living in the present. Those challenging past values and inflexible minds and those who manage to find the butterfly no matter where and when they are – that biggest of all talents. A special weekend mention goes to –

  • The Big Bear Butt; for still enjoying WoW and being sick and tired of those trying to ruin it for him and everyone else. For demanding you to open your eyes or unsubscribe already.
  • Gazimoff; for asking what MMO players really want and highlighting the importance of playing with friends. That little detail powerful enough to over-throw any no matter how otherwise perfectly balanced game.
  • Shintar; for pointing out that content is constituted by enough players enjoying and spending their time on something. You don’t always have to like it too.
  • Tesh; for having visited the topic of playstyle diversity and allowing for more player flexibility within the same genre/game many times on his blog (and generally being wise like that).
  • Scrusi; for being a Vork and embracing critical debates as long as we don’t condescend to each other. In essence we all want the same, namely have fun (together).
  • Issy; for “…as long as I’m not hurting anyone else, I will play how I fucking well like, and enjoy it.” – Sometimes one line is worth more than a thousand words.

Nobody is saying you have to like all change, but change is upon you, whether you like it or not. So, the only question remaining is: how are YOU gonna handle it?

And with that, I wish an enjoyable and challenging weekend to all of you – no matter where you’ll find it.

On the subject of subjectivity

Several weeks ago I discussed the ending and entire first season of A Game of Thrones, the adapted TV series from George R. Martin’s fantasy classic, with two of my best friends. One of them has been a big fan of the author’s for many years; the other was mostly curious and in for the ride. As for myself, I watch pretty much anything that comes with a high fantasy label on it and promises an above-average production quality and cast.

As we drew our final conclusions, we didn’t necessarily agree on what we liked/hated the most about the series. I for one, felt that it had had a very slow start, picking up on pace and depth only after the 3rd or so episode. I also found the script somewhat lacking in places. However, I absolutely loved the setting, the care that had gone into authenticity and atmosphere – that alone justified keeping watching for me, and then there was the character of Tyrion, so brilliantly depicted by its actor, a joy to observe. Unlike me, my book-savvy mate loved the pilot and first few episodes the most. His overall praise was all on how the film makers had respected the original material and how well a lot of it has been put onto screen. I’ve no way to judge this because while I did read the books a long time ago, I frankly didn’t enjoy them at the time (don’t tell him) and so I’ve forgotten most. As for my other friend, he did apparently not notice the dialogues, nor does he care for nice settings in general; he loved the gore and naked skin and that “Sean Bean lost his head in the end!” Right…

Subjectivity can be a beautiful thing. Despite the fact that we all enjoyed different aspects of the series, we arrived at the conclusion that we definitely want to watch the second season when it comes out. We had fun with the first and never did it come to our mind to try battle each other over which one of us had truly found “the correct or better reason” to enjoy the series. How pointless and silly would that be?

For the film makers, the outcome couldn’t have been more successful; instead of only appealing to the book nerd, or the fantasy geek or Conan, they managed to get all three types for an audience. Had they focused on just one of us instead (not to call this a realistic option in this context, but anyway), they’d have cut down their success by 66% and might never afford that announced sequel. As for us – we would’ve had a lot less to talk about together and missed out on the chance to share an experience. I don’t believe I would prefer to watch the series all by myself.

Why we gravitate towards absolute truths (and think we have them)

It’s human nature to assume that our own needs and values are essential and absolute. That’s how we start out in life and got by for a very long time, on a more primal level where survival is a struggle and everyone needs to push through his own needs first. While resources are limited, everyone else is the enemy.

Today, we are a lot more cultivated than that. For one, we don’t live in caves anymore and we enjoy the luxury of having our food carried over for us from across the planet. We still have slaves, but we call them “third world” people, as we enjoy our first-world after-work cocktail at 5AM in the afternoon. We can afford to relax about social pecking orders, a little, and we can dare to switch perspectives – as long as we’re on the safe side and it’s halfway agreeable (there be dragons). Oh yes, a lot more cultivated.

For all our displayed culture and intellectualism, we’re not so far away from our cavemen ancestors. We’re still the most important person in the world and have to be, and we’re still kinda right when others are wrong. Most of all we are still subjects and as such subjective. It’s harder to disagree with yourself than with others, objectively speaking.

Why we don’t want absolute truths (even when we think we do)

When we’re discussing video games, design aspects and what developer teams “should and shouldn’t do” (for us) in our future MMOs, we can only ever hold our stance from a very individual point of view. We’re convinced of what we call fun or challenging or meaningful because it’s fun and challenging and meaningful for us. We play the same MMO, but we do not necessarily play the same game, so our strong opinions easily clash with others. However, it’s exactly this diversity that makes MMOs such a great experience. Yes, I actually believe that.

MMOs are vast worlds, by nature appealing to more than one type of player. And while I am pretty sure I know what I want from them, I’m not sure I’d like things always designed completely in my favor. Frankly, if I was to determine the “3 top focuses” of the next game in development, I wonder if that would really make for a lasting experience. Would I feel entertained enough to play it for months on end?

I myself am no gamer “stereotype”: some days I’m a raider, a theory crafter, a guild leader. On other days I’m a PVPer, utterly uninterested in PVE. I am an explorer always, looking for the next ingame secret, special landmark or beautiful tune. And then I am happy enough to spend a few hours on wardrobe as I chitchat away with friends in guildchat. Those friends again have different priorities than me but they’re an essential part to my gaming experiences – I want friends to be there with me.

So, how am I supposed to find one definition for viable gameplay motivations? Even for myself?
Absolute truths don’t necessarily make for fun games. They certainly don’t make for diverse games and p(l)ayer bases, or even for a game you would enjoy long-term no matter how clearly you perceive your own factors of enjoyment (this moment in time). Maybe you want to eat a Filet Mignon today, but do you also know how to prepare the best one possible? And would you like to eat it ever day, all by yourself?

MMOs have room; they have room for a multitude of playstyles and different players – players with different moods, preferences and priorities. That diversity is part of their selling point, letting us enjoy many facets and thus find something to do for years. It keeps our servers populated too, because it offers room for change and choices. Our disagreements encourage developers to maintain diversity and choices in their games. Did you ever think about it that way?

We can’t define what should be enjoyable to every type of MMO player. We shouldn’t even try and define it too much for ourselves, in an all-exclusive kind of way. This is why we cannot agree on fundamental aspects like “fun”, “challenge” or “meaning” in discussions either; the only thing we can agree on is that “having fun” means that a person is enjoying himself in some shape or form; that he’s having a good time and that this personal, positive outcome justifies his choices for him. Choices which are just as good as ours. Whether we’re watching movies together, playing games or ordering from the breakfast menu, we have valid preferences and motivations that govern our personal choices. If you love mushrooms with your Full English and I don’t, that doesn’t make me any “better” than you. It doesn’t mean mushrooms are lacking nutrition either, just because I happen not to care for them.

MMO players who find fun and meaning where I cannot, are not my opponents. While we might enjoy different things, there’s one thing all of us have in common: we want to enjoy ourselves in online games. We want online games to become the best they can be – and that is something that should unite us.
Now, if some of our wishes seem diametrically opposed, well that’s when I turn to developers: to create games that make room for everybody. For choices, for variety, for alternative, yet equally valid roads we can only benefit from.

In “A Beautiful Mind”, the biographic tale of John Nash’s life and his discovery of the governing dynamics theory, the ideal outcome of a game is being redefined in this not-so-serious analogy; the bottom line being that when looking for summary success (rather than a mutually exclusive approach), players should strive for solutions that are the best for as many as possible, rather than best for one individual. Transferring this philosophy to MMO game design, it means that we all benefit from games that appeal to a variety of players, rather than just one or two. It means that there can be subcultures and niches, all equally satisfied by the same game allowing its player base to define fun and meaning for themselves.

One of the biggest, monumental achievements of World of Warcraft 1.0. was uniting countless gamer types under one banner like no other MMO ever had before; there was something here for everybody! Not everything for everybody maybe, but something for all of us. Sadly, as is often the case, things started to change when WoW became so obviously successful. Today, it doesn’t feel as if the game still means to appeal to the same big crowd – in fact, it’s become rather clear that when Blizzard say “we want to make the game fun for the most players”, what they’re actually saying is “we want to make the game most fun to a group of players”. Apparently they have found the definition for fun in WoW? And so they take choices away from the audience, ultimately losing many of them (losing more and more of them still). There’s no room any more for all of us in Azeroth.

Their entire reasoning is of course a fallacy; they have not in fact achieved to appeal to “the most players”, current quantitative evidence speaks against that. Instead, they’ve reduced the room to co-exist in WoW, they’ve chosen to focus everything on somebody. From a financial viewpoint that makes hardly any sense either: there’s no such thing as making your audience pay for more than one subscription per month. If you want to increase profits, you need to create space for many, equally happy people.

Why my house is still your house

We are not competitors. None of us are in a race for the exclusive formula for fun, challenge or meaning. We don’t make MMOs worlds any more enjoyable by dismissing a variety of playstyles – and we shouldn’t have to. Developers are in charge of how much room their virtual worlds can offer to the audience, of just how wide they want to open the floodgates. They’re the ones responsible to prioritize and balance content – let them fight over how to achieve this. Easy or not, one thing is for certain: we get better games and more colorful communities if they manage this balancing act. If they succeed to create an MMO that defines as much as necessary, as little as possible. Where the player base can be more than mere consumers and all add to the world instead.

I want to live in a bazaar, rather than a cathedral. I prefer the house with different windows and paints, with arches and funny corners, secret tunnels and weird trees. Not a house built after a harmonized plan on paper, finalized a long time ago. I want to explore a garden where wild things keep growing and the next bend in the road is ever unexpected. I want my MMOs to be mazes and bottomless pits.

May be you are an avid RPer, taking joy from things like player housing and cosmetic items. May be you’re a raider who gets kicks out of optimizing his stats and gear. Or maybe you’re a PVPer, looking to gank both the RPer and the raider for equal reasons. Either way, we should be able to live in the same place – even if just to meet someday at a crossroad, to exchange a fleeting glance as we pass down the way.

If the house gets too small, it’s not the people in the room who are the problem.
I will see you there, I hope.

Whereby I reconcile myself with micro-transactions

EVE Online is dead. It died on June 2011 when CCP introduced their virtual store with the patch for Incarna. Or so some say. RMT for virtual goods of purely cosmetic value. The player base has been ablaze, some proclaiming the end of EVE Online as we know it. Others not so much, as long as the items bought by real money aren’t game-changing, who cares? Well, plenty of people did judging from the controversy this stirred while oddly enough, the new items were not strictly speaking a first in terms of turning real money into potential ingame profits (hello Plex system). But then, EVE is srs bsns, not like the rest of them lowly MMOs out there, EVE players have standards!

I’ve never been a fan of RMT MMOs. I think one big reason for this is that the stereotype there is an FTP game with cheap graphics, horrible controls and dead servers. There are not exactly a lot of positive examples for RMT-based MMOs out there and even less of them manage to include the system in a way that won’t boil down to a divided society of those that choose to buy frequently and those that will not. Many of us feel that they make the better bargain paying subscriptions which ensure complete access to a game. Never mind that over the years we probably payed just as much in terms of fees, collector’s editions, server transfers, mini-pets et cetera. The psychological factor is huge. Also, ingame shops take self-control and we’re already spending enough money on Amazon.

One prime reason why players strongly dislike RMT though is when “game-altering” items come into play: re-sellables that might impact on the server economy, special guild features, raid power-ups or epic gear. We feel this messes up server “harmony”; we want a level ground between players and so do competitive guilds. Not that such harmony were existant in the first place in any MMO; we do never have an equal situation between individual players nor raid guilds, RMT or not. Or would you ever have called a game as merciless and elitist as EVE Online harmonic?

The classist fallacy

I’ve actually heard micro-transactions being called classist, as if virtual goods were somehow representative for the social rifts and injustices on this planet. As if there were truly poor MMO players, as if we were not all of us already among the most privileged, sitting in front of our PCs at night in comfy chairs, with our high-speed internet connections, our active subs and second accounts, enjoying free time in the safety of a warm home. There’s not one single WoW player out there right now who could not just as well afford to play an RMT-based MMO if he so chose. The classist argument is dramatic humbug and frankly offensive to those who are truly socially disadvantaged in this world. If you believe the lack of a shiny pixel horse makes you inferior to other players, you don’t have issues worth mentioning. Let’s forget too, that players who don’t buy pets don’t buy pets because they don’t want to buy pets. Duhh.

MMO “communities” have always been classist, always will be – but RMT has very little to do with it. Top guilds with high reqs are classist; hardmodes are classist; any sort of rare title/gear/achievement is classist. And a great deal of people think they are classist when they’re really just jerks with inferiority issues. As one commenter on an EO board added:

I’m sick of being beaten by people with more time than I have, more people skills than I have, having simply typed “spaced based mmo” into google before I did, or just plain old better game skill than I have.
Let me use my financial superiority to crush some of them into the ground. [*]

And while I don’t exactly agree with him because time spent should still have its place for me in an MMO, I fully understand his perspective. He is being out-classed and there’s little he can do subjectively. So, would the introduction of an item-shop in EVE, even a game-altering one, unhinge social justice? No, it wouldn’t. Would there suddenly be traumatic, social rifts because some can and some cannot afford a 10 dollar rucksack? Hardly. People will pay for these things if they want to.

Let’s be honest, if we don’t spend that money ingame, it means we’re spending it somewhere else like we do every single day. Maybe we’d buy an album less on iTunes in order to get that special armor, maybe we’d skip a cinema visit or buying that 5th pair of shoes. Outrageous? Maybe we’d even cut down to smoking half a pack per day instead of a whole one – you could do worse than that, I think. It’s a matter of perspective, more than competitiveness. You don’t “have to” buy tons and tons of items in an RMT-based game either, just like you don’t “have to” collect 400k gold in WoW in order to partake and compete. Developers want you to play their games long-term, they will always aim at a tolerable balance.

What the current, obvious trend of selling virtual goods in the MMO industry really is doing, is challenging players to deal with a new reality. Not a classist concept, certainly not in the sense of a more or less capitalist one – but a huge shift in paradigm. We used to pay for playtime, or so we thought. The new generation of games makes us pay for goods instead (or additionally), more explicitly than before. The acceptance of this indirect change is difficult to stomach. Really now, how’s 10 dollars spent on a mini-pet you enjoy for months “worse” than spending them on a movie ticket? Have we not continuously fought for the acceptance of our online worlds, adventures and friendships, pointing out how they are just as real as real life experiences because of the way they make us feel? Why wouldn’t / shouldn’t we pay for this more explicitly, when we’re already paying for it indirectly? And why can my co-worker spend a few hundred bucks each month for her horse-riding without wasting similar thoughts?

These are questions I have to face and frankly I’m running out of arguments. Am I a fan of micro-transactions all of a sudden? Hell no, my old-school heart is having troubles adjusting. Do I think that money could be spent much worse than on virtual goods? Absolutely.

Why the narrator in me keeps hyping Guild Wars 2

Blizzard recently dropped their bomb about introducing a real-money AH in Diablo III which, while “optional”, will impact on things like player progress in the game. My initial reaction was negative – that was before I actually pondered all the points listed in the above paragraph. It’s certainly not surprising in terms of where Blizzard has been going for years now and it’s a small step away from their Blizzstore and the virtual goods that already exist for WoW. Even if developers like to point out how items are purely for “vanity”, you could argue that things like a special mount are in fact game-altering. They undermine the achievement that used to be acquiring expensive, fast or rare mounts in the game, y’know back in a time when that was true. Mounts are loot and loot is social prestige. Now that prestige can be achieved by real currency as much as virtual, our two worlds collide.

Sucker for narrative and setting that I am for my MMOs, I actually still have a problem here: real money presents players with short-cuts. I’m not fond of that in the slightest. I would argue though that there’s a big difference between a sub-based MMO that introduces more and more RMT late into the game in order to make extra profits and one that is fundamentally created around that system. The fact that Blizzard promotes the feature as a purely optional yet powerful alternative, makes things worse in my eyes. Either we have an MMO where players are all meant to buy certain goods and that therefore balances content focus around it, or we don’t. To add the feature into a game as loot-/item-centric as WoW is worlds more problematic than for an MMO where the main focus lies on things like cooperative play or narrative for example. If epics are what your world revolves around, you don’t want a shop to sell more and more purples.

This is where my enthusiasm for Guild Wars 2 kicks in again. Already, GW2 has the complete looks, style and package to become the next AAA+ MMORPG and it comes free of subscription. Players will pay for modules/expansions and there will be micro-transactions. From everything I have seen, read and heard so far, NC Soft has every intention to heavily re-focus the game from the current classic MMO course out there. What added fuel to my excitement was a video I recently watched on youtube, summarizing pretty much every single reason why I personally look forward to GW2. I couldn’t agree more with all 10 points presented there, but see for yourself! I am a little weary of just how appealing the game is to me at this stage, I haven’t been excited like that ever since World of Warcraft. Beautiful art and music, dynamic content, no holy trinity, cooperative focus, a vast world with no flying mounts – music to my ears!

And yes, Guild Wars 2 will feature virtual goods. If the final game is nearly as good as it’s promising, I couldn’t care less.

The napkin analogy

I believe in balance. Not to mistake with total equilibrium, an absence of all emotion and not in the sense of mellow or mediocre – but in the sense that the world needs variety and different forces pulling into different directions at all time, so the bowl won’t topple over. The older I get, I believe in such balance and freedom for myself and my personal life, too. It’s difficult to accept and yet a relief at times, as paradoxical as that sounds. Darkness and light.

I believe in strong opinions, not to mistake for extreme opinions. I don’t believe in extremes, although when it comes to some political questions I don’t believe in the middle, either. But then, the middle means something else there altogether.

Strong opinions, different opinions are a good thing. They don’t make life easier or decisions necessarily swifter, but they make things a great deal better. For one thing, they make for interesting discussions where an open ear is assumed. More informed and thoughtful decisions. Most importantly, they maintain balance. What a scary thing would it be if we were all the same, always and in every aspect; if too large a group of people in a society were in complete and utter agreement on all the important concerns. What would ever save us from radical extremism, if we never disagreed?

So this is the end,” Tanis said. “Good has triumphed.”
“Good? Triumph?” Fizban repeated, turning to stare at the half-elf shrewdly. “Not so, Half-Elven. The balance is restored. The evil dragons will not be banished. They remain here, as do the good dragons. Once again the pendulum swings freely.”
“All this suffering, just for that?” Laurana asked, coming to stand beside Tanis. “Why shouldn’t good win, drive the darkness away forever?”
“Haven’t you learned anything, young lady?” Fizban scolded, shaking a bony finger at her. “There was a time when good held sway. Do you know when that was? Right before the Cataclysm!” [Dragons of Spring Dawning; M. Weis & T. Hickman]

The napkin analogy – A fond memory

When I was still teaching teenage 10th-graders whom today’s society calls the “under-privileged”, I tried to include analogies and graphic or figurative examples as often as I could when attempting to illustrate a more complex matter. I’m a very visual person myself and I believe in the lasting effect of using several channels at once for education (as many senses as possible). It’s frankly also a lot more fun. So, on the subject of political extremism, when discussing contemporary politics in class together one day, I returned with a stack of red napkins after morning break. The idea had occurred to me while listening to my students discussing extremist riots (which had occurred at the time), the legitimacy of such acts on behalf of values and political viewpoints, the whole “left versus right” debate and who’s worse and why. Uh-oh.

I could just have talked about how extremism is always cruel, no matter coming from what direction. That it’s destructive and wrong and comes in fact down to the exact same thing, left or right, because it leaves no room for anything or anyone else. That it is tyranny and tolerates none other, the opposite of balance and freedom of choice. Oh, I believe in social(ist) values a great deal more than I believe in free markets and lower taxes (*cough*); but I do not believe in burning containers and smashed windows, no matter who’s throwing the stones. I don’t want that – I don’t want extremism. 

To simplify just that, how opposite extremes boil down to the same and become a totalitarian system – that’s right, the napkins! I had cut them a little in order to make for the shape I wanted, basically an arrow shape pointing in two directions. I gave one to each student with the explicit request to wait for further instructions (skip this and the time to penis is on you faster than you could ever dream). It was a collective exercise in the following easy steps, accompanied a few simple questions for my audience.

 /enter wise voice….

Me: “So, hold the napkin horizontally between both hands. What do we have here? Basically a pole at each end of the napkin, completely and utterly opposed, out there at the very edge of each side. Right? Great!”

“Now, fold the napkin right through the middle. Where lie the opposite ends now?”

Them: “At exactly the same spot.”
Me: “What happened to the middle?”
Them: “It’s been folded / It’s gone.”

Me: “Now, if you look at that new shape holding it up in one hand, where is its one end?”

Them: “It’s at the top.”
Me: “Where is everything else?”
Them: “Below it.”
-pause-
Them: “Ahhh..”

That’s when some eyes grew larger as insight grew within them. That’s where I got to nod with a satisfactory smile, that province of the insufferable and teaching. Sometimes a nutshell is all you need to make it stick. And if not, well then it was good manual exercise.

This article is dedicated to yesterday’s topic. And also, to recent blog discussions, to strong opinions demanding to be heard and to those who are able to listen.

Should Blizzard take a stand against killer game labels?

You know, I swore to myself never to write this post. This post on the boundless stupidity and ignorance of the media when it comes to video games and their supposed effect on 0.0000000….etc……..1% of all mankind. The common populist and propagandist strategy to blame anything for a society’s failure, just so the really hard questions must never be asked.

I swore never to sink so low as to even deem claims such as these with a reaction.

I have been known to make exceptions.

If you’re currently living in Europe (I don’t know how closely the US media follow the happenings in “teh old world”), there has been no way around reading and hearing about the recent, unimaginable tragedy that has befallen in Norway this last Friday, June 22nd. It is on every news channel all around the clock, in every regional newspaper and will be, I imagine, for a while to come. Understandably so, even though a cynic might add that more people die by violent crime on this planet every single day – people with no name and no face ever remembered in the news. But we won’t dwell on that here and it’s not really the point.

There’s no way to avoid the sad news and sadly, no way to escape the media of which the useless and ruthless majority is presently flocking to Oslo’s court like carrion birds, pressing for a picture or statement from one so unworthy of any further public spotlight. From the very beginning, they speculated, they published gross half-truths and adjusted them later (funny enough journalism knows no real accountability for spreading wrong facts). Worse: like a broken record they promptly recited the same old songs.

I shouldn’t be annoyed. I am certainly not surprised. What did surprise me in fact was a player’s post on WoW’s official, German boards* that I chanced on accidentally. After expressing his outrage about multiple news stations actually bringing up World of Warcraft as “one of the killer games” (along Call of Duty) which the psycho-shooter frequently played in his freetime, he left the following comment under point 1):

1. Die Bezeichnung “Killerspiel” wäre mal ein Fall für die Rechtsabteilung von Blizzard.

[English Translation:] 1. The term “killer game” would be a job for Blizzard’s legal department.

I have to say, I agree with him. Funny enough, many WoW players in that thread didn’t. Well, I’m fed up with WoW being called a “killer game” in the media. It’s ridiculous. Not just because WoW is actually heavily NPC-centric; it’s about freaking GNOMES and ELVES from pink fairy-tale lands fighting evil creatures in dungeons together. And yeah, you kill a lot of mobs all the time. You also pick a lot of flowers all the time, travel the world, spend hours auctioning shoes and dresses. There’s some PvP and the player is actually a powerful god-like figure, like for most games – but what serious person calls a fantasy MMO like this a violent killer game? What happened to online role-playing game?

Let’s forget of course that even if WoW actually was an FPS like CoD, it wouldn’t change a thing; in terms of culpability, intelligent people simply do not explain one individual’s readiness to brutally execute (and bomb) 76 people in real life with a love for popular video games. Really, my qualm is not with this (this goes without saying) for once – but: semantics. World of Warcraft, the killer game. Out of curiosity, what gave it away? “Warcraft”? So this is how far journalistic research reaches in the age of the internet.

I wonder: do Blizzard or other developers ever get touched by news such as this? They can afford to shrug it off with nonchalance, but I’d be vexed by this sort of continuous negative propaganda and false labels. And while I don’t know what the legal situation is in the USA, they’d be in their symbolic right (at least) to demand rectification for the defamation and stark misnaming of their product (as Activision would be for CoD’s case, also since the label “killer game” is not actually a genre, but a media slur). But who is eager to oppose the mass media, how would it be worth the effort? Should game developers in general react to such news, at least by commenting – or should they keep ignoring the underlying accusations? What’s your opinion?

I can’t decide what annoys me more; the shallow stereotypes or the constant slander against an entire genre I happen to love. A genre so full of beauty and wonder as fantasy MMOs, granting millions of player’s worldwide daily escape, a few hours of simple, harmless entertainment in the evening.

And they wonder why some people prefer online games to the real world. Oh, the irony.

*****

For the record

This is in no way an attempt to dismiss or trivialize any part of the horror that took place in Norway. I’m not comparing wrongs here – but wrong is wrong. And a much bigger wrong doesn’t cancel out smaller wrongs. It’s wrong not to speak up on this, like I have seen some gamers suggest in forums lest it not distract from the actual event. I think it is exactly the right time to speak up against it. I think we must always speak up against it.

Every time a news station, a daily paper or a radio channel mentions video games in one sentence with mass murders, it concerns every single player out there and establishes an ever-so-delicate bond between individuals that have absolutely nothing in common. Every time they so much as hint at video games when such a human tragedy occurs somewhere, they plant a subtle seed in the heads of the public audience. And while I can do nothing about this, I will never accept it – not for myself and not on behalf of my fellow MMO players. That allusion is outrageous on a personal level, and detrimental to the social acceptance of online gaming worldwide. It’s hypocritical and suggestive journalism such as this which perpetuates the idea of gamers as social weirdos and outcasts, isolating those further who might already feel alone. I blame sensationalist media for countless acts like this – I blame them a great deal more than MMOs could ever be blamed for any crimes committed. People who live in glass houses.

*Edit: It appears that the topic I referred to on WoW’s boards has been deleted in the meantime.

But…I wanna be a hero in MMOs!

Wolfshead published an interesting article yesterday in which he questions heroism in current, popular MMOs and criticizes the player base’s need to feel like heroes all the time. And I do see an issue with spoiling your gaming audience very much myself; the overkill of things ultimately undermining all their value.

However, if you were to go as far as to say that the player’s wish for heroism in WoW & Co. was wrong or somehow the wrong thing asked of the wrong genre, a detrimental thing even, I would very much have to disagree with that premise. The wish that drives us to certain books or movies, drives us into playing online games too and it’s neither wrong nor sad wanting to feel like a hero in MMOs. In fact I wouldn’t be playing them if that wasn’t part of the deal.

I want to be a hero if nothing else

In one passage, Wolfshead questions the “by proxy”-effect that attracts “normal people” to the more heroic: those iconic, shiny beings that lead seemingly exciting and perfect lives under a public eye, celebrities of all flavors but also countless fictional characters, protagonists of movies, books, comics or video games. Virtual or not, they represent virtues and qualities we wish we had and for a short moment they lend us a little piece of that imaginary glamour which can be addictive enough to turn a fan into a die-hard groupie, following his idol around the globe for 5 minutes of VIP-pass glory.

People cult has always been big for this reason; if you can’t lead a so-called glamorous life yourself, at least you can watch those that do with envy or admiration. Nevermind that other, less presentable side of the coin – the pressure such people bend under, the non-existent social life, the fake friends, the complete sell-out of privacy, the uppers and downers to keep them steady on their feet. If we can’t be shiny, someone has to be. And it better be so.

I’d like to think that I have a good life, a better life in fact than most, no matter how easily forgotten. The fact that I’m writing this article on my internet-blog, in my free time on my warm bed, is testimony to such blessed privilege. I’m also no person for people cult which I find silly regarding celebrities and disgusting in politics, to name two more popular, public phenomena. Maybe it’s because looks rarely impress me and I never feel particularly inferior to or in awe of anyone on grounds of mere social status, looks or titles. While we’re at it: Royalty is a joke. Thanks for listening!

I’ve always had a soft side for fictional heroes though; those had the power to inspire me beyond all limits, be they from classic novels, hero or fairy tales, sometimes even an RPG. I have confessed before how I carry quotes around in my head and how that adds meaning to life for me at times. Yep, I am that normal a person. And if you liked to measure me, then yes I probably have a boring and “uneventful” life. I sit behind a desk everyday, like millions do, I (struggle to) pay taxes, I feed my (lazy) cats. The weekend is the highlight of my average week and if it includes a BBQ with old friends and a good glass of red, I am happy. If my partner still brings me flowers out of the blue after so many years (or remembers anniversaries *gasp*), I am fucking euphoric.

I don’t slay dragons and I don’t save the princess like the heroes in my stories do. I still do the dishes by hand instead of wiggling a finger. And God knows, I’d make for a lousy adventurer – I wouldn’t get through the first wood without hopelessly getting lost (been there, done that) and I’d be halfway through my provisions by noon. So just sometimes, I wish I was a bit more like my heroes; a little bit more than myself. Sometimes I long for the epic and magical in my everyday life. And you know what: that’s okay. It’s neither sad nor “desperate” – it’s just life. Unpretentious and real, Mr. Thoreau. That doesn’t make it any less of a life, maybe it just makes me honest a person.

…That’s why we love stories and lose ourselves in them, that’s why we get absorbed watching the Lord of the Rings for the 10th time (extended), that’s why we play mighty warriors and dark mages in games: it’s called escapism. Mankind has done it for thousands of years, in furs, on smokey incense, with bone and dice. So yes, I want to be a hero in my MMOs; I don’t want to play accountant and write reports with my pen on planet reality. I want epic skills, I want to be powerful and kick some magic ass with a flaming sword!

If I can’t be a hero in a game I play so utterly, what’s the goddamn point???

The dragon – hero equation

There’s an article I wrote some time ago, early into this blog, that I keep coming back to like a broken record (I apologize at this point). It’s the never ending story of game difficulty level vs. meaning in MMOs, cost vs. reward and how they are opposites that rely strongly on each other to survive in perpetual balance. Hard-won victories last forever – easy rewards mean little no matter how purple they are. There is no adventure, nor real heroism where there are no struggles and challenges to face; your book’s protagonist is hardly a hero if he has no fears and demons to overcome, no dragons to slay.

And this is where me and Wolfshead agree completely: the doom of easy and numerous rewards in this genre we love so much, the loss of depth, adventures and stories because we get fed so much candy we lose all tolerance for downtimes , for exclusive content with high requirements and earning our passage. Along with that, a sort of baffling player self-entitlement, no doubt bred in MMOs like WoW that have overdone it on access, balance and fast rewards.

I don’t think that wanting to be a hero in games has any part in these issues though, I really don’t. In fact, I’d turn the table and say that it’s exactly because of this excess that there can’t be any heroes in today’s WoW (as opposed to there being superheroes everywhere) and that’s what’s leaving so many players feeling slightly unfulfilled – how could they not be in the absence of hard requirements and obstacles to make for such a title? It’s really hard to be a pioneer under such circumstances. And that’s what actually makes me sad and desperate. 

In the end I’d rather be me

We all long to be a hero at times. Maybe we even wonder: if life ever gave us the chance to a moment of lasting pathos, would we be brave enough? In video games and MMOs especially, that are so much about escaping, adventuring and immersion, we get to re-invent ourselves a little and unlike to just reading a story, we get to be interactive. Our real lives might be “average”, but in Azeroth we hurl firebolts at our foes. On our way to work, we cringe at our reflection in the morning mirror, but at night that elvish cloak and sparkling armor sit just tight.

And I know, I might never write that novel that keeps robbing me of my sleep. I might never be able to afford that fairy hut or spooky castle I would call a home. And I might just have to accept one day that neither love nor friendship are as perfect nor epic in this life as they always are in the best of stories, the ones which spoil us so utterly with hopeless ideals early on in our lives. And just maybe that’s a good thing too; because the epic and tragic lie close together and usually come at great cost. Just like heroism comes with high risk and hardship. We are not always ready for what we wish for.

Just maybe, a normal, “uneventful” life is not so bad after all. And being that hobby hero at night – in virtual worlds where death isn’t permanent and dragon’s breath is made of pixels. I like things that way.

What ever happened to a/s/l?

Chatting to one of my still-WoW-playing friends the other night, particularly on the topics occupying me this previous blog-week, he shared a gem of conversation with me that he experienced some time ago on his PVP server; one example so telling it had me choking over a bowl of green curry, not the most pleasant sensation, I might add.

I know gearscore-hysteria is a big deal in WoW by now, and of course not just entirely of the player base’s own making. Yet, this was such a moment of unimagined heights that I begged him to send me the screenshots so I might share. Without further ado, this piece of interactive brilliance –


Wow…wow indeed! I admire anyone witty enough to come up with this/any kind of reply. I’m not sure my reeling mind would have recovered quite as fast.

“GS/GR/GA” – the essential 3 Gs of today’s World of Warcraft? Now you can say about good old IM/chat conduct whatever you like, “a/s/l” was at least somewhat more personal than this! GGG? – Ye gods, I’d rather be AFK!

Ain’t no shame where there’s fun

Two weeks ago, Stubborn had an interesting article up where he compares the more grindy and reward-driven activities in WoW to gambling addiction. Now, discussions on video game addiction are always very problematic: while some ingame activities might resemble or share aspects of addictive behaviour, there are quite some hefty criteria for truly constituting “addiction” in the pathological sense of an illness. For one thing, its highly negative and disruptive impact on everyday life, to a point where the addiction stands above all other needs and the most basic cares will be neglected. For another, signals such as substance increase and withdrawal symptoms. Just because somebody is crazy about an activity and enjoys doing it a lot, or has a very competitive nature, does not automatically expose him as addict – although, there are no doubt extreme cases of video gaming where all these factors coincide.

However, it’s no secret that MMO design appeals to patterns and behavioural routines of the human subconscious. Some developers speak openly about triggering the collector’s drive of their player base or the “lever-reward” mechanic when designing content. Videogames are manipulative; we all know that. But as long as it’s fun, we’re happy to go along.

Most of the time, anyway.

I remember an old article at PPI, where Larísa pondered the heavy chains of daily quests and how she felt pressured to go through boring routines every time she logged on, when she didn’t actually enjoy them anymore. She was far from alone: many players in MMOs engage in time-consuming and repetitive activities, called the “grind”, which they loathe but will tolerate in order to gain rewards. They spend insane amounts of time forcing themselves to repeat content, reward drive and peer pressure usually winning the upper hand of the struggle. Wikipedia has the following to say about this sort of behaviour 

Compulsive behavior is behavior which a person does compulsively—in other words, not because they want to behave that way, but because they feel they have to do so.

Personally, I’ve always hated daily quests and rep grinds; I kept them at a minimum if I could, although being in a raid guild simply comes with certain “obligations”. The fact that I didn’t enjoy stuff like gaining exalted with the Sons of Hodir or collecting cooking tokens showed me that I was still relatively sane though. That is not to say that I never entered boring grinds completely out of my own volition: I did, I was running the same instances for months and years after all and a few times I farmed mobs for special rewards that I simply considered too shiny to skip. For most of the time though, I’d only undergo this type of drudgery if I really had to. I was very lazy that way.

It still baffles me how daily and rep grinds have become such an accepted form for gaining rewards in MMOs, while players will consider more varied and orchestrated forms of reward-gain, like attunement chains, a nuisance. I don’t want to start counting the hours and days players spend on cashing in the same quest item at the same daily quest NPC. How is that activity more fun than other so-called “time sinks”?

It can’t be bad if it’s fun

I’ve always been very outspoken against gaming bias and stigma, very pro “play as much as you like” as long as you’re enjoying yourself. And I hold to that. I won’t hide my playtime from anyone and I feel no shame for all the hours spent in front of a TV or PC, adventuring through virtual planes and having some of the greatest laughs ever. There is nothing wrong with having fun – and only you know if that applies or if some things are maybe slightly off balance. But just because you’re doing a lot of the same doesn’t make you a “junkie”. It can’t be a bad thing if you are enjoying yourself.

A good 13 years back, my older brother was what the average person would call a bad gaming addict. He rushed off to get a copy of Ultima Online when many private households didn’t even have a PC with internet yet, logging in every day with a  crappy 30k and later 56k (omg!) modem, blocking our phone line and driving my parents crazy. This was the time when internet access was still horrendously expensive, charging minutes and hours per day before the first subscriptions came out, our monthly phone bill ranging in the area of 1500 Euros for the first few months of his “UO spree”. There was nothing that would keep my brother from playing this game; not the many keyboards and mouses my father removed several times, only to be replaced within the next 24 hours, not the smashed modem on the wall which my brother then cunningly hid inside a book case.

I remember sitting next to him on his bed countless nights, watching him play in silence – trying to spend some time with my sibling, or is physical shell anyway, while his mind was absorbed somewhere in Britannia. I remember finding him asleep, crashed halfway to the way of his bed one morning, I remember the dirty, stained desk with leftover food and cigarette ash. I remember his intricate list of directions for me to log into the game each week and “refresh his towers” while he was off to obligatory military service, terrified to lose his virtual possessions. It was a mad ride but it’s all my brother wanted at the time. I remember him roaring from laughter in front of his PC, chatting with his pals on MirC. The game certainly didn’t make him miserable.

After what was probably a good 3 years of intense Ultima Online gaming and a dark red player killer reputation to go with it, my brother had finally flunked his studies at University. Add an angry girlfriend to go with that, unhappy parents and some considerable debts for an unemployed student of his age to pay them back. And yet, to this day, my brother has the following to say about his UO days: that it was some of the best times he’s had in his life. To this day, there’s not a little regret for having played that MMO – regrets for never graduating sometime surely, but never regrets for playing the way he did.  

…because these things were not directly connected. And he’d admit to that, in a quiet moment sometime over a good glass of wine in the evening, he’d tell you that he had plenty of good reasons to play as much as he did at the time.The game was there when he needed an excuse, a trigger to smash what needed smashing sooner or later. And yes, he did play too much; but he would never have finished those studies anyway. It was not for him, and I think by now he knows that too. The game was just there at a time when he needed to escape. Escape the expectations of adult life maybe, his girlfriend’s, his parents’. The game was fun and fun became an outlet. A place to rest, even if a mere onlooker could never understand and would no doubt blame his gaming addiction for everything.

My brother enjoyed playing as much as he did. It wasn’t great on all accounts, but neither was the game the cause of his deeper issues. Excessive gaming is at worst a symptom of an underlying issue and sometimes it can help a person and act as a catalyst. Maybe it has the power to let someone re-invent himself in a way he otherwise never could. Maybe it gives somebody a break, a place where he can be himself without the physical or mental ties that usually bind him. Maybe it can offer acceptance and affirmation to a hungry soul. Maybe it simply has the power to let a lonely heart find a place to chat and laugh with people of no further consequence.

Maybe it grants someone an escape in a time of deep distress; and maybe it has the power to let a person heal through difficult times before rising the stronger for it. Life is about breaks and sometimes it’s about phases of stasis or even paralysis. We are so used to rushing on blindly and pushing forward that we feel guilty to take timeouts for ourselves. Everyone is telling us to be productive, constructive, decisive. Yet, it is exactly during times of standing still and sinking deep where life has a chance to reshape and re-orientate, where we have a chance to listen more closely. It’s not always the best of feelings; waiting, standing in that empty white room between two doors before life turns the next page. For myself though, I am learning to embrace empty spaces. There is something unique and comforting about a white page, about not knowing where the road will lead.

Escape can be a way to return, just like sleep can be a way to recharge your batteries. I’m not sure the same should be said of all forms of escapism, such as substance addiction – for gaming however, I hold a torch for those that either play a lot for pure enjoyment or for catching their breath. Or both. Maybe both most of the time.

What I wish for you

To close, I feel I am left with two humble wishes –

I wish for players to enjoy their online adventures and enjoy them plenty.
I wish for players to be less ashamed of playing games.