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The
Life-Stealing Hobby
Copyright (c) Noelle
Adams. All Rights Reserved.
G
amers spend a lot of time defending their pastime. We’ve toughened
ourselves against attacks like the exhausted claim that gaming
encourages violence. But there is one accusation that pierces
through all shields. One thing that can’t be explained away is
gaming’s tendency to life-steal.
I’m sure everyone reading this column has at some point been told
to stop playing games and do something else. Finish your homework.
G
o outside and exercise. Pleasure me now.
G
aming can quickly change from an activity that passes time to an
activity that utterly consumes it. And the worst offender is the
Role Playing
G
ame (RP
G
).
The electronic RPG genre, for the uninitiated, owes a great deal to
pen-and-paper forerunners like Dungeons and Dragons. Players are
essentially impromptu actors, assuming the role of a customisable
character in a typically fantastic world.
By now many PC and Xbox gamers have already deserted reality to roam
the forests of Oblivion, the fourth in the Elder Scrolls series.
With better broadband access more South African gamers are migrating
to massive multiplayer online RP
G
s like World of Warcraft. Meanwhile, PlayStation owners get their
fix with Final Fantasy and .Hack.
RPGs are unquestionably gamer heroin. Despite the fact that the
genre is notoriously complex, especially difficult for beginners,
the Internet is littered with stories of gamers whose lives have
been disrupted, or even ended, by their habit.
China
has even passed legislation to curb playing times.
The problem begins with the realisation that there’s no such thing
as just dipping into a RP
G
. A planned 30 minute gaming session quickly escalates into 3 hours.
You find yourself muttering, ‘I’ll stop when I’ve levelled
up’, or ‘I can squeeze in another quest’, or even, ‘Just one
more waypoint.’
The games themselves encourage lengthy playing. The more experience
you gain, the faster you can level up and become more powerful.
Addiction isn’t helped by the fact that RP
G
s tend to be longer than most other games. Fable: The Lost Chapters,
a ‘short’ RP
G
, still gives the player around 22 hours of entertainment. Your
average Action-Adventure or First Person Shooter provides half of
that.
Of course, the real reason RP
G
s are so addictive is the blend of personal investment and personal
gratification at their heart.
G
amers grow devoted to characters they have spent hours crafting in
terms of personality, appearance and abilities. Even the RP
G
incompetent like me, who hack across stages and haphazardly assign
skill points, will at some point find themselves agonising over what
belt to give Norman, the necromancer.
Then there’s the cathartic pleasure, even if just for a few hours,
of becoming what you’re not: a powerful Jedi, a fallout survivor,
a busty rogue who strips for money. The quest parties of multiplayer
RPGs are also hugely enjoyable social experiences.
Ultimately, all gaming has the potential to be addictive, but the
escapist worlds of RPGs are that little more tempting as a retreat
from numbing reality.
After all, it can’t be pure coincidence that one of the most
common abilities found in RP
G
s is Life Steal.
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