Blizzard Entertainment has spent nearly a decade developing, supporting, and refining World of Warcraft. Since 2004, millions of players have purchased the game, creating avatars and exploring the lands of Azeroth and Draenor. Blizzard has crafted an excellent gameplay experience, but after reading The Hegemony of Play and the Utopian Entrepreneur, I see WoW in a different light, and my own concerns with the game have attained some solidity.
Like other MMOs, one’s avatar is the primary mechanism for interaction in WoW. At creation, the player can customize their avatar’s physical features, and it is here that issues regarding both gender and representation arise. Players can select from 10 different races, each of which with distinct physical features. Night elves are tall and purple-skinned, trolls are lanky, hunched, and blue. Dwarves are short and stocky, where blood elves are universally tall and slender.
None of these racial paradigms can be altered. Every male dwarf avatar is the same, when it comes to the 3D mesh that makes up their character. There are neither tall dwarves nor short night elves. Some customization is present – hairstyle, skin color, the graphic of the avatar’s face, and a racial/gender specific accessory slot allow for some degree of personalization. But the limited palette of options does nothing to guarantee a unique look.
Related to this is the depiction of gender in World of Warcraft. All male avatars are beefy and muscular – bulging biceps and broad shoulders. Similarly, all female avatars are willowy and large-breasted (gnomes alarmingly so, given their height). Furthermore, the differences in build and proportion between males and females of the same species are constant – males are taller and heavier than females.
"The hegemonic elite determines which technologies will be deployed, and which will not; which games will be made, and by which designers; which players are important to design for, and which play styles will be supported." (Fron et al, 1). The design of World of Warcraft is carefully calculated to appeal to a specific demographic. The ascetics of the game evoke the stereotypes of classic epic fantasy – muscular warrior-men and busty, slim-waisted valkyrie women. Clothing, too, reflects this design decision. Robes of Insight, a piece of chest armor, appears as a full-length yellow robe on a male avatar, but appears as a bikini top and a hip slit long skirt on female avatars. Black Mageweave Leggings, leg armor, are solid black pants on males, but bikini bottoms and thigh-high leather boots on females.
These aesthetic design decisions can, and do, have an impact on play. High-level armor is not only useful, it is in some cases necessary to progress through WoW’s more difficult areas. The tiered raiding gear, 6 layers of progressively more powerful weapons and armor for every class, is a major component of WoW’s endgame. Without them, players do not have the character power to fight many of the enemies and bosses in the highest level instances. If the player of a female avatar does not want to dress their character according to the aesthetics of WoW’s design, they are left with no other options. They can simply not raid – they can play other parts of the game or make a new character, but those well-designed chunks of endgame content will be inaccessible unless they equip their player with the appropriate gear. Not all raid gear is designed with the epic fantasy mindset – some classes like warrior or paladin have effective, if body-hugging, plate armor to wear. It is hardly fair, though, to demand a player create a character of a class different from the one they wish to play in order to access endgame content.
Does WoW contain elements that do not cater to the young male demographic? Certainly. Though defined by conflict and violence, WoW has content that is not directly related to combat. The profession system, wherein players can gather and consume resources to craft items, offers a break from fighting. Holidays and events are numerous, and offer players the chance to examine life in WoW from a very different angle from the norm. However, these elements are still part of the game’s overarching theme of fighting. Most of the items created by crafting are only useable in combat, and many of the holidays and events have special quests in which players must fight unique bosses or monsters to get rare, event-specific items. Professional skills are dependant on character level, a value that can only be significantly raised by fighting. Why the number of monstrous spiders a player has stomped has any bearing on how complex a suit of armor they can forge I cannot fathom.
Differences between avatar genders are, for the most part aesthetic, but when player interaction is factored in, an entirely different layer of gender difference emerges. Players using female avatars often receive in-game flirtation emotes and messages, private and public, regarding their avatar’s appearance. Solicitations of cybersex, harassment, and even questions as to the player’s real-life sexual and gender identities are a frequent hazard. Male characters rarely receive such messages, with the exception of male blood elves. Despite being top-heavy with muscles, their models are slender and graceful – they are represented in a way that closely mirrors WoW’s female avatars. Some players using male blood elf avatars are subject to similar taunts and offers as those who play with female avatars.
Like so many subjects, I feel I could write a thesis about this subject, but I’ll have to contain myself for now. Still, the issues I’ve highlighted are just the tip of the iceberg. WoW contains many issues of gender and representation – some positive, some negative. I do not criticize Blizzard for the choices they have made – in the competitive world of video games, MMOs especially, they must cater to a broad demographic that is notoriously mercurial. Titillation and misogyny is not the primary attractive force in WoW, but the subtle elements of both do not hurt when it comes to retaining players.