John Michael Courson
World of Warcraft (WoW)
provides a very interesting example of space in video games. While
WoW is not my favorite video game (I spend the majority of my gaming
time playing single player RPGs usually of Japanese origin) I have
spent a significant amount of time playing this particular MMORPG and
I have found the representation of space very interesting on multiple
levels. In many ways, the space in WoW is structured the way it is
because of the nature of the game. Major objectives in the game such
as combat, trade skills, and leveling require the space to be laid
out in a specific manor. Other choices in creating this game space
were undoubtedly made with culturally significant ideas in mind.
For
those who have not played WoW, the sheer amount of game space is
absolutely staggering. To traverse all of this space by foot would
take hours perhaps even days, and it is interesting to note that it
would be close to impossible to achieve this task without
participating in combat and leveling one's character a great deal.
One of the primary reasons that I play any video game is the chance
to enter a new world and to explore a fresh environment. I believe
this is a reason that many people play games, and perhaps it is
becoming more prominent as children in the city have less places to
explore in the physical world. Sometimes I see children playing in
the parking lot of my apartment complex, and I feel sorry for them
because I had so many options for exploration when I was younger
whether it was my grandfather's fields or the woods near my house.
Video games, unlike television, allow for the younger generation to
substitute backyard play for another participatory medium (Jenkins
338). WoW provides a staggering environment for the player to
explore, one that quickly becomes too large as characters must quest
from region to region. There comes a point where every player can't
wait to get their first mount or to find all of the flight paths to
shorten the travel times.
Much
of the game space is structured around gameplay, and it seems to me
that most of the gameplay tends to be heavily centered on
masculinity. Some masculine conceptions of game space are dangerous
and contested territory, levels and secrets, and girls in boyland
(Fullerton et al). These are all very evident in WoW. There are
areas clearly marked as either Alliance or Horde territories, and
players learn quickly that when outside any town staying still will
most often get you killed. Players must progress in level in order
to survive in zones where creatures are of higher level. Finally,
while I don't find the girls in WoW particularly attractive many male
players choose to play as females “because they are more attractive
to look at, especially since you're usually staring at their backside
during the entire game.” These masculine concepts form a lot of
the game spaces. Each race starts in a low level zone and is
eventually introduced to the big city specific to their race. Quests
are generally very linear. Even if they take you half way across the
world, you can be sure that enemies won't be more than ten or fifteen
levels higher than you. The combat and levels necessitate regions
that are not accessible at the beginning of the game, and on the flip
side you can be sure that most major cities are surrounded by low
level areas.
Despite
many of the masculine concepts in the game, there are opportunities
that females may find interesting. Exploration is possible as long
as you stay in zones appropriate to your level. Even low level zones
are quite large and have plenty to discover. As in any MMORPG, there
are many opportunities for social interaction both inside and outside
of town. Another aspect that may be more appealing to females is a
small amount of narrative between quests. Personally, I find the
narrative to be very lacking and I definitely prefer the narrative of
some races over others if only because my motivation for killing
things seems greater with the narrative provided. I usually prefer
single player RPGs in which the narrative is usually very linear as
are the spaces, however the narrative is much more rich. WoW
provides the opportunity to explore across much larger areas and the
narrative can be followed along multiple lines and in between
multiple factions.
In my
opinion, one of the reasons that WoW has a smaller female population
that other MMOG's like Second Life,
is that there is very little opportunity to construct and add to the
community. Character creation is very limited and other personal
effects like mounts and skill trees are usually limited to about
three choices. Perhaps if WoW was more like Second Life
in which “players are not merely citizens in someone else's fantasy
world, but actually have a hand in constructing the fantasy
themselves” females might find it more appealing (Pearce). This
sort of sandbox or garden play seems to be more tuned for female
audiences (Fullerton et al). Overall, I am impressed with the
massive representation of space in WoW, however the massive scale
seems overly limited by the masculine concepts behind the gameplay
mechanics.
References
Salen,
Katie and Eric Zimmerman. (2005). The
Game Design Reader: A Rules of Play Anthology.
Cambridge,
MA: MIT Press.
"Complete
Freedom of Movement" (1998)/Henry Jenkins pg. 330
Pearce,
C. (2007). “Narrative Environments from Disneyland to World of
Warcraft.” In Space, Time, Play: Computer Games, Architecture and
Urbanism: The Next Level. Friedrich von Borries, Steffan P. Walz, and
Matteas Bottger (eds). Basel: Birkhauser.
http://lcc.gatech.edu/~cpearce3/PearcePubs/PearceSpaceTimePlay.pdf
Fullerton,
T., Morie, J. & Pearce, C. (aka Ludica) (2007). �A Game Of Ones
Own: Towards a New Gendered Poetics of Game Space.� In Proceedings,
Digital Arts & Culture 2007, Perth, Australia, September 2007.
http://lcc.gatech.edu/~cpearce3/PearcePubs/LudicaDAC07.pdf