Monday, September 15, 2008

Comments on "WoW Reader" and Bartle

Some stimulating reading this week! Now we're getting into stuff that really interests me, the dynamics of "virtual" cultures. So let me offer, one at a time, some comments on our readings:

A Hollow World (Aarseth). A good scene-setter for those, like me, who are new to WoW. Not much original research here; really just a critique. But still helpful in sketching out the environment which forms the backdrop for WoW culture.

WoW as Rich Text (Krzywinska). Again, more of a critique than offering any original research, but still helpful for newbies in understanding the role of backstory in WoW culture.

A Note on Death and Dying (Klastrup). Easily my favorite read this week:

> First, there's original research here that brings me closer to actual WoW culture.

> Second, we've got gamers in their own words, which makes possible some discourse analysis as a way of unpacking their culture. This really got my mind to racing with added possibilities for my planned paper topic this semester. The distinctive speech codes here (instance, aggroing, creeps, pally, Leeroy, questing, leveling) are absolutely rife with potentials for cultural analyses, since speech always encodes cultural assumptions about social relations, truth discovery, and symbolic action.

> Third, the reading provided references to several websites where WoW culture is in evidence. Thus I checked out the discussion boards at http://wowvault.ign.com/ and then watched gamer-produced movies at http://www.warcraftmovies.com/. The latter was especially valuable not only for a novice like me to see game action, but also to observe the behaviors and values that WoW gamers prize enough to preserve as movies. The author's project website at http://www.death-stories.org/ also offers some helpful links to articles.

> Fourth, the author's premise of focusing on "death" as a microcosm of WoW culture is quite an illuminating way of approaching the problem.

Quests in WoW (Rettberg). Another good read which, after the author's lit review, was very helpful by offering actual quest examples from WoW. But where this chapter really shone was, for me, in its descriptions of actual gamer behavior. Where Krzywinska was content to critique WoW lore, Rettberg describes what players actually do. How interesting that the meaning of "quest" has been reinscribed from a transformative experience with closure to a transactional experience with no end. This says a lot about the values of WoW culture, especially in light of Bartle's (see below) typology of achievers, explorers, socializers, and killers. Also, Rettberg makes reference to websites where aspects of WoW culture can be examined including:

> http://www.tentonhammer.com/
> http://www.bookofwarcraft.com/
> http://wow.allakhazam.com/
> http://www.wowwiki.com/
> http://www.thottbot.com/
> http://www.questkeep.com/

Players Who Suit MUDs (Bartle). The typologies here are terrifically helpful: Achievers, explorers, socializers, killers. Players vs world; acting vs interacting. The graph on page 761. Because I read this immediately after Retterg, my mind was racing to fit WoW culture and its emphasis on quests-as-transactions into Bartle's typology.

QUESTIONS THAT OCCUR TO ME:

> What would a discourse analysis of gamers' distinctive speech codes, found in Klastrup's death-stories, say about WoW culture?

> What do gamers' movies, which prize action and achievement over exploration and socializing, say about the values in WoW culture?

> Isn't it interesting that the speech of NCP quest givers is so different than the speech of gamers? That is, gamers don't pattern their speech after NCPs. This reinforces Rettberg's conclusion that narrative takes a back seat to achievement.

> If Rettberg's description of gamers' attitudes and behaviors toward their quests is correct, then would WoW fit into Bartle's typology as an achiever-oriented game?

> And if WoW is achiever-oriented, then how do the game designers maintain a viable balance with explorers, socializers, and killers? Or has advanced game technology outmoded (or found ways of getting around) Bartle's assertion that a balance between the four player-types is necessary for a game to be viable?

> Assuming that WoW is achiever-oriented, then what do we learn about WoW culture and its values? Has Blizzard given birth to a virtual culture that is Social Darwinist in its basic outlines? Or are there humanistic values which provide a counterweight to the achievement-oriented culture described by Rettberg?

> Finally, referring back to Bogost, is WoW a "persuasive game"?

In his definition Bogost states, "Partial reinforcement [to continue playing] is certainly a type of persuasion, but the persuasion is entirely self-referential: its goal is to cause the player to continue playing, and in so doing to increase [spending by producing] . . . experiences that players feel compelled to continue or complete. However, this kind of persuasion is not my concern here" (p. 47).

On the one hand, Blizzard is a profitmaking corporation and, as Rettberg documents, has designed in WoW a game that endlessly carries players along to the next quest. And the Aarseth chapter ably explains how even the geography of WoW is calculated for maximal stimulation. But on the other hand, WoW uses rule-based procedures to foster certain cultural values. Do these procedures mount an actual argument for those values? Or are the procedures merely "self-referential . . . to cause the player to continue playing"?

Thoughts, anyone?

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