Wednesday, November 18, 2015

Academic Response: Play Between Worlds

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.  

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