My So Called Second Life: 'Second Life is MSN with Legs'
Below are my notes for the paper I gave yesterday about MMORPGs and Virtual Worlds, using WoW and Second Life as case studies and arguing/test driving some of the ideas JP and I have had about player agency within these games. The paper was meant as an overview of the ways in which players want to and can respond to these environments, and the restrictions of both.
Tom has blogged his own notes to mine, and I'm pleased because it seems from his writing that my points were clear as what he has written is a clear summation at speed of my own arguments. We got a lot of very postive response from the paper, and had some extremely interesting discussion about potentials in games given our arguments, so I'm very pleased with the results.

'Not everybody wants to be a troll'
‘Not everybody wants to be a troll’
Art and Entertainment in MMORPGs
Dr Esther MacCallum-Stewart and Justin Parsler.
This work is protected by a Creative Commons Licence in accordance with the terms set out for the weblog 'Break of Day in the Trenches' (http://www.whatalovelywar.co.uk/war)
- Artistic, Creative, Entertainment
In
recent months MMORPGs and online virtual communities have suddenly become big
business, with 7 million users of World
of Warcraft and Second Life growing
at a rate of 120 000 users a week.
These
games have quickly become a forum for entertainment and advertising, with the
interest in MMORPGs predicted to outstrip cinema and television sales and with
many groups quickly jumping on the bandwagon. In the same way that websites
have become mandatory for companies, a presence in digital worlds is fast
becoming a way to attract an audience.
Theatre
troupes meet to rehearse, Second Life has
a well established ‘campus’ for teaching, social groups meet in themed areas -
eg. Religious groups can practise, and academics can meet to debate issues
about the games themselves
Slide: Reuters
Slide: The Truants
Providing
entertainment is fine, but how to get people to respond to it is the challenge.
Because
a lot of people just want:
SEX
or FUN
Slide: Serendipity Shake Down
On
a base level this means entertainment must also recognise that it is, or needs
to create a COMMUNITY.
- Life
inside these worlds
We
tend to think of games as singular activities – not ones in which many people
intersect. Our traditional view of a gamer is someone looking at a screen – not
someone inside that screen moving through a world in which they are an active member.
Perhaps it is better to think of the gamer now as performing a collective, not
a singular activity.
- the
Virtual World is not a MMORPG
Slide: differences MMORPG and Virtual
World:
|
MMORPG |
Virtual World |
|
Game World
based on genre eg. Fantasy or science fiction Quests
and Tasks Narrative
created by Game Designers |
Play World
is malleable and has different spaces in it for genre. Community
based Narrative
created by Players (if any) |
One is a game, with rules,
quests, activities and a persistent world.
The
other is a space of play in which these things can exist but is instead a
community or virtual space. Second Life is MSN with legs
The latter appeals to more people.
In
a Virtual World, players create their own games and make their own
entertainment – if they want to. Virtual Worlds like Second Life remove the need to ‘play’ a character that might be
outside some people’s framework. You don’t have to be an orc or do quests to
‘play’ in Second Life I,nstead your avatar can be as human or
like to yourself as you wish.
Why is this important to
entertainment and art?
- There is no
typical gamer anymore.
- To produce
effective entertainments, audiences and groups need to be identified and
separated from this, or commonalities need to be discovered within these worlds
that people will engage with.
- Deviant play
needs to be encouraged
The
avatar is a representation of self in some way. It’s an idealised ‘you’. This
means that aspirational tools in Virtual Worlds have far more ‘value’. This can
include the need to better yourself creatively as well as financially - learning
and entertainment as well as ‘things’.
- User
autonomy – Virtual Worlds
Slide: Hamlet on the Holodeck
The more
realised an environment is, the more alive we want to be within it.
Janet H.
Murray. Hamlet on the Holodeck
Users of virtual worlds don’t want to
be in a game. They want to take part in a world.
If
user therefore has the same concerns as ‘real’ life social situations, this
means that they also want a degree of CHOICE (or agency) which has not previously
existed in games.
Second Life gives players the ability to create and manipulate
their own worlds. By default, they also choose whether to be involved in
actions around them (unlike MMORPGs where there is an objective or a quest).
Introducing
‘entertainment’ into this must be seen as it is in the real world – not as
something that players have to
consume, but which they choose to interact with. The difference is that, Having
done this it should then also acknowledge this interaction with a mark of success
- things which players can then see the lasting effect of (eg. The ability to
build something, change a plot, make a picture). (like going up in levels in a
normal game).
Slide: AGENCY (King and Kryswinska)
Definition:
What
a player in these worlds wants is AGENCY. They want to feel that now they are
there, this world is genuinely going to be affected by them. And, hurrah,
MMORPGs and Virtual Worlds have the space to encourage huge interactive plots
and scenarios.
Virtual
Soap Opera:
What
if a small fee got us time to speak to the actor who played xxx in a virtual
soap opera. The soap opera is free to see but to take part, and the actors are
‘live’ agents in the world. The things that players tell them have real effect
on how they respond to the plot they are given. The virtual world makes these
players indefinite – they don’t even have to be acted by the same person!
- Creative needs
If the user is average, that means the user is also
individual, and has individual needs.
Sometimes,
this is simply an act of providing the right place to play.
The
mistake on entering Second Life atm
is that you see a load of shops advertising expensive body parts, stockings,
and designs. These are all very expensive (in Real and linden terms) and they
have little meaning to a new player. What if instead, a user were to see a billboard advertising a
free game or film? They clicked on the link and it took them straight there –
right to the heart of an entertainment that can be understood in real world
terms. Inside, a paid actor or even an automated bot came to speak to them,
judging their level of skill but subtly encouraging them in.
Various
environments for various ages for example, encouraging less computer literate
people into an area by targeting their demographic (age in particular) without
appearing to make an area more simple or patronising. The key here is to use
creative elements that correlate rather than obviously simplifying elements of
gameplay.
- Creative Spaces
Slide: Telling stories
MMORPGs
are heavily related to ‘fantasy’ worlds, but the creative impulse of humanity
seems to always break through and subvert the game. This can range from deviant
play to acting more fully ‘In character’. Overall, players like to adhere and
reinforce the world background of the game because it encourages feelings of
belonging, and they also like to feel like agents; building, achieving,
gaining. In this case creating creative areas, or areas with the potential for
creativity is just as important as outstanding gameplay.
- Films and Static Media
A big problem, because one has forms of agency and one doesn’t.
In
a virtual world or MMORPG, the player has to believe the world, but also has to
feel important. This is not just a case of levelling up.
Film environments lend themselves
more to MMORPGs because both are narratives, and both contain greater elements
of the fictional
People
want to feel they have influence on a world (belonging and agency as above).
This is why Enter the Matrix failed –
because no matter how much players played it, the events of the film still took
place (quote on this from Stacy’s book). Trying to marginalise the main
characters in the films within the games had no effect – Laurence Fishburne is
always going to appear more important than the player in the player’s own mind.
Quote: Stacy
The Matrix Reloaded overshadows
Enter the Matrix. The
proximity of the master narrative limits the sense that the player’s actions
have demonstrable or alternative outcomes. This in turn limits any sense that
the player is exercising their prerogative and making meaningful choices –
prerequisites of compelling play experiences.
(Carr in Gillis ed: The Matrix Trilogy, Cyberpunk Reloaded, 2005:46)
Films
and books cannot be manipulated in the same way as online environments can.
Whilst staged MMORPGs like WoW have
relatively little agency, interfering by introducing a narrative which the
player cannot affect directly despite how hard they ‘work’ within the game is
problematic.
Slides: Tanya Onyxia Quote x 2
Creating
Change in Warcraft
The game
world itself is a protean form in certain respects, with various additions and
changes to the game’s world included through regular updates, which includes
temporary festival related material (quests, items such as fireworks and
dresses, and decorations).
(Krzywinska,
Games and Culture: 2006)
However…
Some
aspects of the game do however lend a sense of stasis (Groundhog Day): you may
for example have killed Onyxia, but you will still find her alive in human form
in Stormwind Castle
(ibid)
Cameron’s
solution to this is to reverse engineer Project
880 – releasing the MMORPG before the film. This could be a way to amalgamate
the two as long as the mythos of both correlates seamlessly. If the two appear
to have plot inconsistencies, or the film characters are seen as ‘more
important’ than the players, this can be problematic.
They have to sustain the world view,
and they have to have an effect.
- Conclusion
MMORPGs and Virtual spaces
need to be recognised as different and having different needs.
Game
players are not a minority. They need to be treated as players and not
eccentrics – this is what puts many people off. This also includes providing them
with ‘normal’ entertainments inside games.
Players/consumers
need agency – the ability to change their worlds. This means the entertainment
provided should not be static - play and entertainment need to take place from
inside.

Esther, it was a very interesting talk - especially the structure you put on the different sort of games.
Also I can think of some interesting tracks to go down with the agency ideas you put forward.
But, from what some of the other speakers told us I though sex and fun were being replaced by shopping for shoes ;)
I put some thoughts down here at http://broadstuff.com/archives/37-My-2nd-Life-on-Web-3.D.html
Posted by: alanp | October 26, 2006 at 10:49 AM
Hey dear friends thanks for providing this game to play and understand normal entertainment
mayes
Anybody know where the World of Warcraft European servers are located? Someone said they are all in Britain but I am not sure. Would they have some in Germany, some in Finland etc?
I am trying to do a business plan for my own massive multiplayer game and was wonder how they spread out the resources.
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Posted by: mayes | May 17, 2009 at 09:01 PM