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Thesis Philosophy Series Pt. 2

This is Part 2 of a series of posts dedicated to covering topics of interest to me in videogames, and will be instrumental in the foundation of my thesis project. As always, comments are appreciated.

In this post, I'll be covering massively-multiplayer online roleplaying games (MMORPGs or simply MMOs). More specifically, I'll be looking at the immensely popular World of Warcraft and the less popular and arguably more "hardcore" EVE Online.

(now crossposted at Peggy's request)

A Look at Player-Generated Narrative Structures in MMOs

To start off with, I'm specifically not talking about roleplaying in the sense of players talking to each other "in character." While I think this is a fascinating and oftentimes crucial part of a game's enjoyment, this is something that can be done in a basic chatroom with no game attached. For this segment I am more interested in the structure of WoW and EVE and how they lead to different types of player-generated narratives.

World of Warcraft is a game everyone is familiar with, so I’m not going to explain it in great detail. Of note, however, is that the world in World of Warcraft is generally static, and player actions have little effect. Also, story elements have the ability to be experienced by any player as long as certain preconditions are met. These preconditions could conceivably be met by any player that puts in the time required.

EVE Online is a different sort of beast. To quickly summarize the game, players control spaceships in a futuristic world, and player-run guilds called “corporations” are basically the law of the land. The game story is generated more by the players and their actions. While the galaxy itself does not change much, the contents can and do. Ships can be created and destroyed. In short, EVE Online is more of a “free” world than World of Warcraft.

To make a possibly controversial point, it’s akin to the difference between (an idealized) socialism (World of Warcraft) and capitalism (EVE Online). WoW allows resources for everyone and tries to equalize the game for everyone as much as possible to ensure that everyone has fun. EVE has more limited resources and encourages meaningful competition between players. The result is that like socialism, WoW makes everyone as equal as possible, but this equality comes at the price of true excellence. EVE, like capitalism, allows for truly great experiences, but with the caveat that not everyone will have them.

I am arguing that WoW is watered-down. Nothing you do is of real significance. You killed some giant boss… so what? Tens of thousands of other people have as well. Your armor isn’t unique, and you only got it because you were lucky enough to have it drop. That raid you did on Stormwind doesn’t matter, because the guards kept respawning, and Stormwind still stands for the Alliance. So why raid it in the first place?

EVE offers better stories. One such story I keep coming backis covered in the following magazine scans. It involves bounty hunters, mega-corporations, betrayals and intrigue. Read them and be inspired:
Page 1 | Page 2 | Page 3 | Page 4

The reason stories like these are possible is because the game doesn’t take measures to equalize everyone. Some get richer than others will ever get because they’re simply better at the game. Their status has to do with their performance, and their experiences generally won’t be duplicated. If you manage to take down a huge corporation in the game, that action persists – that corporation doesn’t respawn so that another person can take it down. Furthermore, it was you who did it – nobody else.

Let’s look at the other side of the coin; what if you’re not the person who took down the corporation? What if, while this epic corporate takeover is occurring, you’re mining common ore in high-security space? (For non-EVE players, this means you’re gathering a common resource at little risk for consequently little reward). Don’t you feel left out?

Maybe. But again, let’s compare to WoW.

Personally, I’ve never been to the Burning Steppes. I’ve heard about people taking down some monsters that I’ve heard are pretty tough. I’ve also heard that you should be over level 50 before going to the Burning Steppes.

This information gives us all we need to know about why WoW is not satisfying from a narrative perspective. There are hundreds of people boasting about their experiences not only in the same place, but against the same enemies! They try and one-up each other by saying they beat the same exact creature at a lower level, or without using this item, or some other qualification. This alone can be a rewarding structure, but in terms of narrative it isn’t satisfying because anyone can do it – felling a massive creature that is supposed to inspire fear or courage instead becomes something commonplace, like fishing. In this world, grandfathers would look back fondly on slaying the evil demon overlord in the same way that the real world’s grandfathers look back on riding their bicycles over small ramps they’d constructed. Beating the boss doesn’t really require skill, courage, luck, or anything of the sort – it just requires that you put in the time to hit a certain level.

In EVE, people become famous (or infamous) for their deeds. Players talk about the time one player set up an in-game bank and months later disappeared with billions of other players’ ISK (EVE’s currency). In this case, however, it inspires the audience. Just think, one player is setting up banks and stealing away with billions of ISK, another player is building up a massive corporation, and another is taking one down. One player is the most wanted pirate in the galaxy, and another player is known as the best when it comes to shipbuilding. This is inspiring because you can be unique, you can be an individual, and you can make a difference. Your play is actually, authentically meaningful to other players.

Being able to make yourself famous or have experiences that are meaningful not just to you but to the entire community of players in a MMO requires two things: an emphasis on individuality, and rarity in both resource and experience. I’ve touched on these topics here, but I’ll be covering these topics in a little more detail in my next post.

Here I want to touch on a point that colleague Alfred Yangsley brought up to me. He argued that the items you get in WoW act as “proof” of your deeds, and speak for you. This is because many items come from certain bosses, or certain locations. Still, my point stands – when there are hundreds of “Evil Overlord’s Sword of Smiting” around, it makes the item less significant. Sure, it’s good for Blizzard because it makes players go run the instance dozens of times over in hopes that the dice roll their way (an obsessive loop akin to gambling). Actually acquiring the item is really about luck, but player actions work to limit this – by doing the instance as many times as possible, your chances for the item to drop increase – making the game about hours put in, rather than skill or singular actions of importance.

The issue of rarity and individuality in games is an interesting one, and I’ll be covering that in my next post.

Comments (7)

I've been trying to puzzle out what it is about your thoughts that doesn't ring true for me. I'm not sure I've figured out, but here's a shot at it anyway.

I think generally you are right about each of the points you talk about. I keep trying to take something you said and go on a tirade about why you're wrong, and then I re-read what you actually said and find that you were accurate after all.

But I suppose my issue is with the idea of which is the "superior" method for player-generated narratives. You seem to prefer the EVE method, but after careful re-reading... it's not actually something you explicitly touch on.

I find it difficult to fault WoW for trying to be an equalizing experience. One of the primary reasons people play games is, after all, to have extraordinary experiences... relative to every day life, that is. Sure, you may not be the first to kill Onyxia or clear Karazhan, but you still had fun succeeding at something that took at least some time and effort on your part. So what if two hundred other people have done it before you? For the tourists who fly to France and visit the Eiffel Tower, they are not the first or only people to have ever done so. Does that diminish the experience for them when they personally stand at the base of the famous French icon? Of course not.

On top of that, the very fact that so many other people have done it creates an extra level of bonding between players, just because everyone has had so many of the same experiences. This is not quite what you'd describe as narrative... merely shared experience. Rather than making people stand out, it brings people closer together, which is more often than not a positive feeling for all those involved.

Now, having never played EVE, I can't really say anything for sure. But it seems that in EVE, mediocre people will always be mediocre and only skilled players stick out. Personally, I can't perceive the reasons that will keep these mediocre players playing, if they never achieve anything that could be perceived as extraordinary by any scale whatsoever. Individual players being inspiring through their heroic actions sounds amazing, but ultimately feels like it would be frustrating to players who would like to achieve similar things and yet will never be able to meet their goals.

(i also question the idea of the EVE experiences being completely unique. once one player has done it, is it not duplicable by another, merely with different names on the companies, etc? in which case, the originating player only has notoriety because they managed to pull it off first... which is a concept that has equal value in WoW, even today. "server firsts" and all that jazz.)

Of course it's paradoxical that if everyone can achieve something fantastic, it's no longer fantastic. So maybe this isn't a problem that can be solved. At least, not until Spore comes out. :P

Thank you for this article and the previous however... both were extremely engaging reads.

diana [TypeKey Profile Page]:

So it seems like a lot of this post, and Cynthia's rebuttal, are related to the personal narrative of each player experiencing the two games, and the strengths/weaknesses of the two approaches. What I'd like to hear your thoughts on is, at the meta or "whole game" level, what are the different approaches to narrative? I know, for instance, that WoW has a lot of lore behind it, with a really solid backstory that sets the stage for an epic war between Alliance and Horde. The narrative of EVE seems to be similarly grand, though more influenced by the deeds of players. So do the differences that occur at the individual level ("tourism" versus "notoriety") carry into the larger picture? And if so, does that work for the two worlds and the experiences they're going for?

RJ [TypeKey Profile Page]:

Good question, Diana. Both WoW and EVE have pretty extensive backstories (although I think WoW's is larger) -- but I think that neither matters other than they inform the construction of the world. As a player, I haven't read either game's backstory beyond a rudimentary point, and I think a lot of that is because the story isn't changing. We're sort of "stuck in time," which is something I'm explicitly trying to avoid. EVE, I feel, deals with this better because player actions have more lasting effects on the world itself, whereas actions in WoW generally affect nobody else.

Thank you for this comment though, because the issue of time is hugely important. But I also think that a driving statement for my thinking is that I want to make a game where the backstory is generated by the players, and that it's good enough for players to want to read it.

RJ [TypeKey Profile Page]:

Cynthia, I believe this is your first time posting on my blog! Thank you. Maybe I baited the blog well enough by mentioning WoW ;)

I think you make some interesting points. I do think that EVE is superior in generating interesting stories due to meaningful player interaction. Obviously WoW is a more successful game (for many reasons), but I think a large part of that is because it's more relaxing due to the fact that actions have little permanence, and really little consequence.

And actually, I think that being able to see the Eiffel Tower for the first time would be an awe-inspiring experience. Then again, public exhibits have a different purpose. I'm not arguing that seeing the same Stormwind that you see makes Stormwind less fun for me; I'm arguing that I can't do anything to Stormwind to make my mark on it. It makes the world less meaningful in my opinion.

Your comment about bonding is important. I agree that WoW is a more social game. But like most social games, it requires a significant amount of equalization, luck, etc. But bonding can take place in a more hardcore setting too. We're talking about something like the difference between hardcore D&D players and casual Pictionary players. Both offer bonding experiences, but in different ways.

You're right about EVE being a less inviting experience. It's another reason why WoW is more successful. I'm not arguing the economic merits of either game. I do think that EVE generates deeper, more exciting experiences for those willing to get into it. Of course, it depends on the players getting involved as to whether you have fun or not.

I am glad you are bringing up these points because it helps remind me that I am tailoring my game to a more hardcore audience. To be fair, I have played a lot more WoW than EVE. But I find myself compelled by EVE and more immersed into it because of the nature of its gameplay and the significance of player actions.

I'm not totally sure I adequately responded to your comment, but I really do appreciate your taking the time to post such a thoughtful response. Hopefully I'll see more of them in upcoming posts.

Peter Brinson [TypeKey Profile Page]:

My take on the two games goes like this. Wow reminds me of play-by-the-rules society in the sense that you are rewarded for a dedicated work ethic, even if you are not that good at it. When everyone shows off the same sword that proves that they all beat the single dragon, it’s not so much a narrative disruption, but a badge creating a connection among all who are truly dedicated fans. All the people who have received an employee of the month award. I make it sound a bit pathetic, but I don’t mean to. Perhaps there are two types of desires going on in Wow. One is that we’re an epic figure, which can probably be summed up as a desire to be famous. And the other is related, but more grounded- that are careers are dyanamic and provide consistent discovery. Wow seems to find a balance in satisfying both. One’s job is mostly a grind, with high points in the day, often involving others, without end, but we might achieve the American dream.

And competition works in a comparative way. You don’t have to defeat anyone directly, just outdo them. If your friend gets a 98 on the test, then you will have to get a 99. Even Wow PvP is about rankings.

Of course EVE requires that you directly defeat and take from others. It is a fully realized PVP model. This provides a clear fantasy, that you are a warlord, or a criminal. It is a safe place to steal and hurt others for your own gain. A lot of single player games to this well of course. But the grinding side of EVE is necessary so that you will truly miss the items and money that you lose.
This makes me think about Jesper Juul’s book, Half Real. He says that games are fictional worlds but with real rules. Real activities, real rules, and real outcomes.

For me MMO’s add a whole other dimension as the realness has witnesses. Everyone is an audience to each other. We’re all in the stage play as well at watching it. In this era of user-generated content, the Warcraft effect is not unique, and reminds us of our non-virtual selves (our lives).

EVE satisfies a fantasy, but at the same time since you can have tremendous influences it truly is real. RJ, maybe that's what impresses you.

I tried to explore some of these ideas in my game Meanwhile. A community with one avatar, in which players compete to most significantly effect the character’s stats. Every individual has the same goal, but people have different ideas about how to get there.

As a professional designer and an amateur writer, I share your desire to deepen storytelling. You shed insight on the different treatment of storytelling between WOW and EVE, but I think you are mapping a field you understand better to a field you understand not as well, and would encourage researching the target field directly; i.e., storytelling.

'''The result is that like socialism, WoW makes everyone as equal as possible, but this equality comes at the price of true excellence'''

I suspect there are more apt analogies. A socialist MMORPG might give everyone the same items and level, and then charge them a fee every time they gained a level or item. World of Warcraft is egalitarian in that if you play for a long time you gain tokens of prestige. Like most every MMORPG, the system rewards perserverance and ignores (as much as possible) capital, including the human capital of superior strategy.

RJ [TypeKey Profile Page]:

I think there may be more apt analogies, but at the same time I do feel that the theories of human interaction that reside beneath capitalism and socialism are related and actually of interest to me in particular in my game design. I would prefer to design my game with the model of human interaction, needs and desires as suggested by capitalism. My analogy was meant to apply to the way the game treats the player, as opposed to trying to model the game mechanics themselves. The analogy was probably a little too complex to map onto these games, true. But I suppose my argument was that the "intent" of World of Warcraft is to make the experience as equal among players as possible while EVE's intent is to encourage and reward competition.

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This page contains a single entry from the blog posted on February 12, 2008 10:03 PM.

The previous post in this blog was Thesis Philosophy Series Pt. 1.

The next post in this blog is GDC 2008: Adult Games vs. Games for Adults.

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