Massively Multiplayer Online Games (Mmogs)

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Massively Multiplayer Online Games (Mmogs) 'Channels of Communication': A stud y of fo lklore in the segmented online "'communities·· within Mass ively Mul tiplayer Online Games (MMOGs) by © Jeffery Learning A thesis submitted to the School of Graduate Studies in partial ful fillment of the requirements fo r the degree of Masters of Arts (Folklore) Memorial University of Newfoundland March, 2009 Submi tted St. John 's. Newfoundland Abstract Massively Multiplayer Online Games house communities that require significant folkloric exploration. Thi the is penetrates trends, traditions, and etiquette in an attempt to explore some of the more fundamental folklore theorie and approache to functionali m, space/place, group communication, and identity. Building on works that theorize virtual/physical space and notions of communication space, this thesis rationalizes the informal communication networks that are developed and used by the players of these social juggernauts. As observed through participant-observation of Dark Ages of Carne/or, the true location of the elusive virtual commons lies not in the imulated physical land, cape of the game but instead in the text of various communication channels created exclusively by and for these groups. These channels, i.e., commons, produce a diverse series of traditions that min·or real-world customs, most of which have the side effect of allowing players and groups to build their own identities. 11 ~- ~ Table of Contents Chapter One: An Introduction ................. .. ......... ..... .... ....... .. ... .................. 1 Thesis Statement, Chapter Summaries and Methodology 3 Definitions and contextual backgrounds for MMOGs and MMORPGs 5 The game, problems, and paradigms 11 Chapter Two: Locating the community commons in MMOG space .. .... .. ............ 26 Statement of Chapter Objectives 27 Folk, Community, and the Link to Place 28 Guilds and Community Development: Out of the abstract and into virtual reality 33 The spaces and people of Dark Age of Camelot 44 Growing Pains, the maturation of a MMOG 53 Heterotopias and connecting paradigms 65 Conclusion 69 Chapter Three: Tradition, Etiquette and Group Identity ........ ................ .... .. ... 71 Functionalism and Folklore revisited 72 Conclusion 88 Chapter Four: Of personas and identity: Communicating identity without the chat ......................................... .. .. .. ..... 91 Statement of Chapter Objectives 92 Identity and gender 92 In-game Anonymity I l I Chapter Five: Concluding Thoughts ... ...... .... .. .......... .. ... ....... ..... .... ........... 133 Further A venues to pursue 130 Appendices .................... .. .. ...... .. ............ .... ................ ..... .......... ... .. .. ... 131 Appendix One (Attempting to recreate reality, pictures of Dragon Empires) 131 Appendix Two (Mapping the virtual landscape, maps from Dark Age of Camelot) 136 Appendix Three (In-game Tour of the three realms) 139 Appendix Four (Emblems) 162 Appendix Five (Midgard exclusive head-dresses) 162 Appendix Six (Albion exclusive head-dresses) 163 Appendix Seven (Hibnerian exclusive head-dresses) 163 Appendix Eight (Understanding chat channels in-game) 164 Appendix Nine (In-game developer supported annual traditions) 166 Appendix Ten (Understanding in-game emotes) 169 Glossary of Terms . ................... ... ..... .. .......................... .. .... .............. ..... 164 Bibliography ... ..... .......................................... ... ......... ...... ... ............. .... 167 Ill Chapter One: An Introduction 2 Thesis Statement, Chapter Summaries and Methodology The purpose of this thesis is to examine the relations between tradition, play, and community within the context of one specific gaming environment, Dark A!;'e c~f Carne/at. Through the use of ethnographic fieldwork (including participant-observation and face-to face, online, and telephone interviewing), I will examine the role of informal and subversive behaviour in the construction of space and identity within the confines of the official structure of the game. More specifically, I will look at theories of space, play, and identity to demonstrate how garners create and maintain their own sense of community within the game. In this opening chapter I will attempt to generate a working definition of a Massively Multiplayer Online Game/ Massively Multiplayer Online Role-playing Game (MMOG/MMORPG). 1 From here I will move into a di cussion of paradigms of play in MMOGs. I will then briefly discuss a few of the structural and social obstacles that have been overcome, and a few that remain, to demonstrate the kinds of social impediments that have affected the formation of community and their traditions inside these games. 1 MMOGs may al o be known as Ma sively Multiplayer Online Role Playing Games (MMORPGs) but this is actually a misnomer as most people do not role-play when involved in with these games, at least no more than a forward in a soccer game is role­ playing being a forward. This being said most MMOGs have a few servers dedicated strictly for role-playing purposes, where people are punished for coming out of character and strict guidelines exist for naming conventions of characters. However. since these servers are the exception rather than the rule, I will therefore be sticking to the mainstream servers so as not to misrepresent the population at large. As a result, I will be using the term MMOG more often throughout this thesis than the more commonly used MMORPG; it is more accurate as it does not suggest any focus on role-playing. 3 The second chapter is about the perception of space, place and the overlap of community into play space. This research mostly concems spacial theory, as constructed by Ray Oldenburg, such as Martin Heidegger, Steven Harrison and Paul Dourish, Patrick Healey, Edward Soja, and Henri Lefebrve. [twill also work with ideas suggested by John Jackson and Kent Ryden about the relation between geography and place. Finally, I will compare the bounded space of play with the space occupied by the community. Using Brian Sutton-Smith, Jon Dovey & Helen Kennedy, and Roger Abrahams, [will analyze this space to demonstrate the influence of bouflded play space on community commons. The third chapter focuses on the use of etiquette in community construction. Specifically, I will look at the codes of conduct of a few individual guild communities in an attempt to extrapolate reasons for the necessity of such traditions. I will also look at the separate traditions that these communities propagate to further integrate their membership. The fourth chapter is an extension of this thought, and involves player identity and the ways in which players use tradition to identify themselves within the limited structure of the MMOG. In this chapter I will analyze community alignment, in­ game guild dress, and ethnicity and gender in the creation of a player's online persona. 4 ,------------------------ Methodology The methodology I employ is ethnographic research, using participant- observation and person-to-person interviews, some of which took place in open forums where others could participate and some that were private. I searched for three communities to join, one in each realm.2 I spoke to the officers and guild masters of each guild and was granted permission to record guild chat conversation as long as all personally identifying information was omitted. I then spent time recording the chat. I also recorded in-game footage using a video capture program called Fraps. Fraps renders extremely high quality video. The program works by taking screen shots at a fairly high rate (40-60 snap shots per second) while simultaneously recording sound. This allows for the best quality of research material available as it demonstrates exactly what the player sees and hears. This research also included in-game conversations between current guild members and myself about different aspects of the game. These interviews were more wide ranging in topic than the formal one-on-one interviews that were conducted in- person, by phone, and on MSN.3 The subjects of these interviews were mostly former members of my original in-game guild, which was a guild created out of a group of real life friends, all living in Antigonish, Nova Scotia. The reason I chose these people as extraneous informants is because several of the group are involved in game design for 2 A realm is a hard division that exists in many MMOGs. In these MMOGs, players choose an in-game faction upon first logging into the game for the first time. From this roint on, communi_catio~ is limited strictly to members of that faction ":ithin the game. · Phone and MSN mterv1ews were used to allow me access to community members who were either out of this province or outside of Canada. 5 various companies and offer greater insight about the official/unofficial aspects of the design of MMOG worlds. Definitions and contextual backgrounds for MMOGs and MMORPGs Before any kind of analysis can be performed, much less explained in any meaningful way, a rudimentary understanding of what separates MMOGs from other multi-player games is required. A MMOG is typically defined as a game in which large numbers of players interact with each other inside of a common virtual environment.4 A vast majority of definitions stop at this point, which is fine, but this definition fails to distinguish these sophisticated games from their much less sophisticated predecessors, the Multi-User Dungeons (MUD) or Multi-User Shared Hallucination (MUSH).5 Ducheneaut et. al add the required
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