T. L. Taylor’s
book Play Between Worlds highlights
the social interactions and types of players seen in MMO games with the focus
on players of EverQuest. Chapter two
and three combined create an image of both the stereotypes and the reality of
gaming and its social atmosphere and the way that multiplayer games create a
more complex environment than single player games. “Because of the growth of
the player’s character over time the world of EverQuest is notably dynamic in a way many other computer games are
not. The experiences of the environment, monsters, other players, and even
oneself changes over the course of a character’s development,” (Taylor 30). This
begins with the player’s character itself and the way that watching the
character over time and experiencing the world through the avatar also allows
the gamer to see the world change with their character. When I first started
playing I attached one of the giant tortoises early on and had to quickly run
from it because its level 17 was significantly higher than my level 5 Lalafell,
Moji. However now at level 23 not only do I have better skills to battle the
tortoise but I also have more hit points and higher level armor to protect Moji
from its stomping and chomping.
MMORPGs build in a
necessity for socializing in game to gain the most experience and enjoyment out
of the game as possible. The community and gameplay is built just as much by
the people playing as it is the developers. Without subscribers there would be
little to do because the game relies on gamers to sustain it. “In large measure
because of the multiplayer nature of the game, participants undergo a
socialization process and over time learn what it means to play far beyond what
the manual and strict rules articulate,” (Taylor 32). This socialization,
Taylor argues, is not solely through the generic instructions given by the game
but is also shaped by other players. Many behaviors in the game are learned
through observing and interacting with other characters and seeing what is
socially expected and acceptable in this specific gaming community. For
example, every time it looked like my character was struggling in lower level
areas people would arrive and help Moji battle various creatures. Although the
help was not always needed and was sometimes a bit surprising it seemed, at
least in my experience, to be the norm in those areas as people are newer to
the game and the characters may need a little more assistance starting out. Had
I actually needed help, FFXIV has many of the same mechanics as other MMOs like
EverQuest that allow players to
request help if they need it. “The use of the yell command to receive help is
one basic building block in supporting cooperation within the game,” (Taylor
33). These built in ways of intercting with other characters and directing your
comments to the entire area rather than only the people in a specific group or
those on a friend list allows players to interact with anyone they encounter
and build relationships with that community even if it is only for a short raid
or immediate help against a difficult scenario.
Taylor argues that
these experiences are necessary to fully experience the depth of the game. “While
EverQuest certainly can be played alone,
the solo game is only a partially realized experience,” (Taylor 38). In MMORPGs
I agree that the experience is improved and more developed when the gamer
immerses him/herself into that social community within the game. By creating a
reputation and forming in game relationships or helping others the gamer
sustains not only their character’s development physically as they become
stronger but also socially as the character forms bonds. “People become known for
their skills as raid leaders, accomplished class players, group organizers, and
general knowledge of the game and world,” (Taylor 44). Building this reputation
allows the gamer to gain leadership within the world and leave a bigger impact
on their own gaming experience and those of the people around them. They are
not only growing as an individual player but helping others improve their time
in the game.
A final important
note Taylor looks at in the third chapter of Play Between Worlds are the stereotypes of gamers. As
documentaries, news stories, and pop culture discuss gamers and gaming culture
they reinforce stereotypes of the casual gamer and the power gamer. “The casual
gamer is often seen as someone ‘with a life’ who invests only moderate amounts
of time in a game, while the power gamer appears as an isolated and socially
inept player with little ‘real life’ to ground him,” (Taylor 70). These
stereotypes remain in the public eye and continue to effect the way that gaming
is viewed by the media but does not represent the reality. While both types of
gamers exist, casual and power, the people who fit these categories are not the
clear cut stereotypes they are perceived to be. While their type of play may
differ based on whether they are a power or casual gamer it does not have
bearing on whether they play because of a lack of social life or a full social
life, and it neglects entirely the social aspect of gaming that is necessary to
fully experience MMOs in the first place. The biggest factor in how a gamer
plays is not related to their social life in game or out of game but is instead
based on their motivation and style of gameplay. “As many EQ players comment, the game never ends, so players must be
self-directed in how they progress,” (Taylor 75). They choose the way they
strategize and explore the world. Personally, I take Moji through pretty slowly
and love to explore new areas but some people play through quests in a snap to
get to the next one more rapidly.


