Every year, I've seen less trick or treaters come to my door: it seems like fear of terrorists and other such "boogeymen" has driven this holiday to nearly a halt. I spent too much of my evening while awaiting children [I was dressed up as Jack Sparrow myself...] online, and saw a dismaying number of people engaged in facebook Mafia and Scrabble. Rather than join them I grabbed a friend and we went trick or treating ourselves. We saw perhaps 20 or 30 other people out during our wanderings through the neighborhood and encountered the rare outpourring of Halloween spirit in the form of a costumed man waiting to chase children out of his yard or a nicely decorated house with moving ghosts in the windows. But mostly these were blips in a generally dismissive scene.
The virtual world holds its counterpart to the more traditional Halloween. It's possible to go "trick or treat" within World of Warcraft: visiting the innkeepers in any town and passing the virtual pumpkins and apple bob my character can possibly get candy or be transformed into a costume for a while representing another race [or even a ghost!]. Sometimes the virtual innkeepers are feeling mischievous, and then my character might end up hopping around helplessly as a frog for a while. The spirit of Halloween even continues in the form of quests, from taking orphan children around the smaller villages to a very high level quest to defeat the Headless Horsemen. I can trick or treat within Facebook, too, visiting friends for Bloodtinis and other such goodies.
Second Life doesn't feel like a place for trick or treating: it's a costume party year round, and I didn't get the sense of much different in the world for Halloween. Perhaps somewhere more was happening, but mostly it felt to me like Halloween is too generic a metaphor for daily Second Life existence to be of much particular interest to the Second Life denizens. The trappings of Halloween, however, seem to be everywhere. I see people dressed as beasts or bunnies or strippers or pimps. In many ways the more wild outfits in Second Life wouldn't be at all out of place in a costume shop. There's even some of the same focuses I've seen in the transformation from children's costumes to "adult" costumes as sex replaces both cute and evil as the defining characteristic and everything from pilot to french maid is recast in objectified extremes.
What is it that's killed Halloween? Is it fear of neighbors as pedophiles and candy as poison? Or is it that we spend so much more time now in virtual masquerade that the real thing has lost its magic?
Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts
Thursday, November 1, 2007
Sunday, September 16, 2007
Tribal Warfare + MMOs
There's a great article over at Gamasutra, "The Academics Speak: Is There Life After World of Warcraft", with some interesting folks discussing the question of how players end up in different virtual world. World of Warcraft is clear king of the MMO jungle right now, but many players choose to spend their time on far less populated worlds. Some choose games like Guild Wars that offer the lure of a one time investment, others stick with the community of Second Life, and a stubborn few continue to play MMOs or even MUDs that put graphics on the back burner in favor of other qualities. One of my own friends recently migrated to World of Warcraft after sticking with Asheron's Call for over seven years [the game launched in 1999!]. The move was traumatic for him: it's abandoning a world that had become a second home. I was a long time resident of Asheron's Call myself, and I could return to that game today and still comfortably manuver the land of Dereth.
When I migrated gaming worlds, as I've done repeatedly, I took a core of fellow gamers with me--my extended family. I only stayed in contact with a few other players who'd switched worlds in a deliberate sense, but I did find commonality in running into other players discussing the worlds left behind. But if my family didn't play Warcraft, would I have stayed with the hard core tribe of Asheron's Call or migrated on with the rest of the coolseekers to newer and graphically improved realms? Probably the former. Once comfortable within a virtual world, I don't feel the same pull to move to a new environment--the same reasoning, perhaps, that makes old school adventure games still feel more appealing to me with their relaxed and cartoonished environs than their "realistic 3-D" counterparts.
So what will be the next big game? I've read the previews and heard the hype for the next generation of MMOs. Star Wars Galaxies was supposed to move the world away from fantasy games, but couldn't get over the problem of too many heroes in a world that needed ordinary folk. Lord of the Rings seems fit to suffer from the same problems--not everyone, after all, can be wizard or ringbearer. World of Warcraft is particularly suited to networks of social tribes as the entire world is at war, and a concept for heroes and allegiences exists in every faction. Players can build their groups within sets of avatars that share a language, race, and appearance and advertise their loyalties with proudly worn tabards. Even my students in my Cyberspace class had their own guild--they dubbed it the "Fluffy Wuffy Friends," as I recall, much to my dismay. These common ties and rituals can migrate to another game--but I think it will take more than slightly better graphics and a license tie in to draw the hordes.
When I migrated gaming worlds, as I've done repeatedly, I took a core of fellow gamers with me--my extended family. I only stayed in contact with a few other players who'd switched worlds in a deliberate sense, but I did find commonality in running into other players discussing the worlds left behind. But if my family didn't play Warcraft, would I have stayed with the hard core tribe of Asheron's Call or migrated on with the rest of the coolseekers to newer and graphically improved realms? Probably the former. Once comfortable within a virtual world, I don't feel the same pull to move to a new environment--the same reasoning, perhaps, that makes old school adventure games still feel more appealing to me with their relaxed and cartoonished environs than their "realistic 3-D" counterparts.
So what will be the next big game? I've read the previews and heard the hype for the next generation of MMOs. Star Wars Galaxies was supposed to move the world away from fantasy games, but couldn't get over the problem of too many heroes in a world that needed ordinary folk. Lord of the Rings seems fit to suffer from the same problems--not everyone, after all, can be wizard or ringbearer. World of Warcraft is particularly suited to networks of social tribes as the entire world is at war, and a concept for heroes and allegiences exists in every faction. Players can build their groups within sets of avatars that share a language, race, and appearance and advertise their loyalties with proudly worn tabards. Even my students in my Cyberspace class had their own guild--they dubbed it the "Fluffy Wuffy Friends," as I recall, much to my dismay. These common ties and rituals can migrate to another game--but I think it will take more than slightly better graphics and a license tie in to draw the hordes.
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