For
this blogpost I will discuss the differences between two forms, MMOG’s and
virtual worlds, of video game play through two games, World of Warcraft, an MMOG, and Second
Life, a virtual world. After
playing both games, I can say that the game play experience for each is beyond
a doubt unique. While
transitioning from World of Warcraft
to Second Life, the difference in game
content and material is noticeably apparent. Each game offers its own set of rules and types of play for
the player to explore. Although
both World of Warcraft and Second Life are essentially online
computer games with vast online communities, any average gamer is able to
distinguish the difference between these two forms of play.
One
significant difference World of Warcraft
and Second Life is the character
personalization within each game.
For example, at the start of World
of Warcraft, players were solely able to choose which sex, race, class, and
a few body characteristics their character will attain. Armor within the game had set designs
that were not customizable and armor also did not change according to sex. This leaves players little to no
freedom in the customization of their characters. Only after many patches, did Blizzard slowly implement hair
salons or race changes to aid character customization. However, in Second Life, virtually all aspects of the character are
customizable where players are able to design everything from their wardrobe,
to their vehicles, and even their own homes. Like LamdaMOO players, Second
Life players “are allowed a broad freedom to create—they can describe their
characters in any way they like, they can make rooms of their own and decorate
them to taste, and they can build objects almost at will” (Dibbell). This kind of personalization is what
Pearce describes as “productive play” where the players are the producers of
the game and create their own content (Pearce, 19).
In
relation to character personalization, identity is a key difference between World of Warcraft and Second Life. Curtis states, “MUD players can most directly express
themselves in three ways: by their choice of player name, by their choice of
gender, and by their self-description” (Curtis). For World of Warcraft,
character attachment is fairly difficult to achieve according to Curtis’ three
classifications. Character names
in World of Warcraft are for the most
part abstract and in no way resemble the player’s name or real names in
general. Although gender is easy
to mimic, players will find it difficult to identify themselves with fantasy
races such as an undead male or female elf. Similar to LambaMOO, a character in World of Warcraft “need
in no way correspond to a person's real life identity; people can make and
remake themselves, choosing their gender and the details of their online
presentation; they need not even present themselves as human” (Mnookin). However, in Second Life, characters have both a first name and last name (names
have no restrictions). Now that I
look back at my Second Life account,
my avatar is a close representation of myself. I am not exactly sure why this is, but I believe this is
because Second Life relies more on
social interaction and is more realistic, at least compared to World of Warcraft.
Another
difference between the two games is the objective in each game. Both games offer character exploration
of an enormous space and interaction with other online players. However the objectives in each game
differ in the character’s role within the game. In World of Warcraft, players assume what Pearce calls a “persistent” role,
one that is the same throughout the game, which in World of Warcraft is dictated by the class and talents the player chooses
(Pearce, 203). For example, if the
player’s character is a holy priest then your sole role in the game is to
heal. On the other hand, Second Life has no specific role the
player must adhere to, choosing the path they wish to take in the game. Similar to Habitat discussed by Morningstar and Farmer, Second Life “did not come with a fixed set of objectives for its
inhabitants, but rather provided a broad palette of possible activities from
which the players could choose, driven by their own internal inclinations”
(Morningstar and Farmer).
As
mentioned above, both games contain vast online communities, where much focus
is dedicated to social relationships or what Taylor calls the “people” aspect
(Taylor, 29). However, one thing
that varies between the communities in World
of Warcraft and Second Life is
how players socially interact with one another. In my experience, chatting within World of Warcraft usually involved looking for dungeon groups,
finding questing partners, or chatting with guild mates about progression. In addition, chatting only occurred if
it was absolutely needed in order to progress my character through the game;
much like Taylor’s idea that “grouping with others especially at the high-end
game, can often be crucial in not only gaining experience but also in attaining
valued [WoW] objects” (Taylor, 25).
In some sense, socializing is not even necessary to play the game. Yet, in Second Life socializing is the basis of interaction within the
game. In some parts of Second Life communities develop
subcultures with their own unique rule sets, and players have to act (by
chatting) accordingly to those rules in order to stay within the community.
By
and large, World of Warcraft and Second Life are two completely different
games, giving evidence that MMOG’s and virtual worlds offer their own unique
types of game play.
Bibliography
Curtis
P. Mudding: Social Phenomena in Text-Based Virtual Realities.
Dibbell,
Julian. (1993/1998). A Rape in Cyberspace.
Farmer,
R. & Morningstar, C. (1990/1991). The Lesson of LucasArts Habitat.
Mnookin,
J. (1996) Virtual(ly) Law: The Emergence of Law in LambdaMOO. Journal of
Computer-Mediated Communication: Volume 2, Number 1: Part 1 of a Special Issue,
June 1996.
Pearce,
C. (2007). "Narrative Environments from Disneyland to World of
Warcraft." In Space, Time, Play: Computer Games, Architecture and
Urbanism: The Next Level. 200-205.
Pearce,
C. (2006). "Productive Play: Game Culture from the Bottom Up." Games
& Culture. Volume 1, Issue 1. 17-24.
Taylor,
T.L. (2003). Intentional Bodies: Virtual Environments and the Designers Who
Shape Them. International Journal of Engineering Education Vol. 19, No. 1.
25-34.
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