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Welcome to the world of...
Copyright (c) Noelle
Adams. All Rights Reserved.
I’ve
written a lot these past two years about online gaming. Particularly
about how exclusionary it is in a South African context, given
our expensive Internet connections. But even in that brief
time span, things change. Four months ago I dipped my toes
into the ocean of online gaming for the first time.
I’ve never been
one to leap on the fad bandwagon. I’ve seen it splinter too
many times under the crushing weight of hype. So it seemed
only appropriate to join one of the world’s major online gaming
phenomena just as many gamers seem to be leaving.
Then again, the
departure may just be among ‘hardcore’ gamers who can’t stomach
sharing an experience with over 9 million people worldwide
– a playing experience that’s become so commercially popular
it’s been dubbed ‘the New Golf’ for business executives.
I’m talking about Blizzard’s World of WarCraft. It’s just
one of a dozen Massive Multiplayer Online Role-playing Games
(MMORPGs) available to play in South Africa, but in commenting
on it, you touch on features common throughout the genre.
Online gaming’s
most instantly recognisable feature is social interaction
with other players. You’re all functioning in a shared world,
for better or worse. And this surprisingly accurate reflection
of human relationships and behaviour takes some getting used
to.
On one hand, you
have people collaborating in groups and guilds to accomplish
shared goals. Complete strangers will cast ability-enhancing
buffs as you run past, help floor a difficult opponent or
hand you free healing potions. On the flipside, you have gangs
of players roaming Azeroth intent on the unsportsmanlike ‘ganking’
of low-level solo players. There are pests who harass you
by constantly demanding duels. And, of course, you’ll encounter
posturing Level 70 players who enjoy hanging around in cities
to be admired, much like someone who parks their Lamborghini
outside a popular nightclub.
As for MMORPG addiction,
personal playing experience seems to determine how susceptible
you are. You’re likely to quit out of frustration when you
continually die, and have a 5-minute jog to reach your corpse.
Even if you’re enjoying yourself, it’s possible to overplay
to the point of exhaustion – particularly if you’re someone
who feels compelled to ‘collect’ every available quest.
This
isn’t to say that you’ll stop playing for any significant
time period. Many MMORPGs, like World of WarCraft, have a
monthly subscription fee. As a result players feel compelled
to get their money’s worth. You ignore other games, or dabble
in them superficially until you realise you’re wasting time
that could be spent levelling your character.
What’s perhaps most enjoyable about World of WarCraft, and
presumably so many other MMORPGs, is that the gameplay is
as simple or involved as you choose. You can strictly stick
to quests. You can roam the world randomly killing creatures.
You can put all your time and effort into your character’s
money-making profession. The genre functions on so many levels
that playing becomes a continually rewarding learning experience.
What other genre offers that? Four months on I’m still discovering
new things every gaming session.
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